Version 1.2 3/11/2013 ?????? ???????? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? Death at Fairing Point: A Dana Knightstone Novel A Walkthrough by The Lost Gamer Copyright 2013 For a list of all my various guides, check http://the_lost_gamer.tripod.com/guides.html Table of Contents: 001. General information 002. Video Walkthrough 003. Characters 004. Walkthrough 004a. Chapter One: Halward Manor 004b. Chapter Two: The Manor Grounds 004c. Chapter Three: Baltoun Village 004d. Chapter Four: England 004e. Chapter Five: The Halward Estate 004f. Chapter Six: Paris 004g. Chapter Seven: Fairing Point 004h. Epilogue 005. Credits 001-General Information ----------------------------------------------------------- This is a walkthrough for the game called Death at Fairing Point: A Dana Knightstone Novel. This is the first game in the Dana Knightstone series. To contact me about this guide, please email me at email@example.com. 002-Video Walkthrough ----------------------------------------------------------- Do you want to see a video of how to solve the game's puzzles, rather than read how to solve the puzzles? You're in luck! I made a video walkthrough for this game, which can be found here: http://www.youtube.com/playlist?list=PL- BD_KjCUmdxEZPj7nnyZZ9nK7g_Ze_eo The videos come complete with my live commentary. 003-Characters ----------------------------------------------------------- Dead Characters --------------- David Robertson: A man whose death at Fairing Point is the focus of the game. He was a stablehand who doubled as a painter, and he was in love with a woman named Charlotte Halward. Charlotte Halward: The woman who loved David. Since he was poor, she was under pressure to forget him and marry a rich man instead. Her heart was torn after his death. William Eckley: One of Charlotte's suitors, who proposed to her after David's death. Margaret Halward: Charlotte's mother, who is very matriarchal. She wanted Charlotte to marry William Eckley. Joseph Sutherland: A man who worked alongside David in the stables. He was not a pleasant fellow. Mr. Halward: There is a statue of a Mr. Halward, inside Baltoun Village. Presumably, he is related to Charlote. Living Characters ----------------- Dana Knightstone: The main character, who you play as. Dana is a novelist, and on a trip to Scotland, she encounters the ghost of David Robertson (as well as a few other ghosts). Concierge: A helpful man who works at Halward Manor, when Dana visits. Pub Owner: A man who wears glasses and works at the local pub. He wants to be mentioned in Dana's novel. Receptionist: A woman who works at Town Hall, in Baltoun Village. She has lost her cat, Fluffy. Wilfred: The butler at Halward Estate. Ethel: The maid at the Halward Estate. French Man: There is a French man who runs the gift shop at the museum in France. Mr. Bradley, Mr. Alexander and Mrs. Clark: Guests at Halward Manor. They are never seen, but in the epilogue, Dana has a puzzle in which she sets up food for them. 004-Walkthrough ----------------------------------------------------------- To start the game, simply press "start game". A scene of Dana arriving at Scotland plays. 004a-Chapter One: Halward Manor ----------------------------------------------------------- The game starts with an optional tutorial, which teaches you some basics about controls and how to do things in this game. For example, you can click on the concierge to talk to him. You can click on the table to zoom in on it, and you can click on the passport to add it to your inventory at the bottom of the screen. After you do those things, click on the safe. This is your first puzzle. You need to open the safe with your mobile number. This number was on the table, and it is located in your notebook in the lower left. The number is 6134. Press those numbers, then the enter button. The tutorial then ends. Put the passport inside the safe to get a newspaper. Click on it to read it. It's the obituary of someone named David. The window then breaks open, and you have to fix it. Click on the window to close it partially. You need the latch in order to fully close the window. Click on the bed for a puzzle. In this puzzle, you want to match the seven objects. The shoe goes with the shoe, the sock goes with the sock, the shirt goes with the shirts and the book goes with the books. The lipstick goes with the makeup bag, the camera goes with the camera case, and the headphones go with the music player. Solving the puzzle will let you see an umbrella. Pick it up. Zoom in on the area under the bed and use the umbrella on the latch to get it. Use the latch on the window. The latch needs tightening. Open the armoire and get the screwdriver, as well as the dustpan. Use the screwdriver on the half-open latch to tighten it. Now you can close the window. With the window closed, you can clean up the area underneath it. Use the dustpan to safely pick up the six glass shards. Use the glass shards on the mirror (left of the window). This is a jigsaw puzzle. You want to put all the puzzle pieces together, to form a complete image. Click on a piece to rotate it. When all the mirror pieces are in place, the puzzle is done. David's ghost appears in the mirror. Back away from the mirror, then click on the ghost. It goes out into the hallway. Click on the door to go out to the hall. Talk to the concierge. Go downstairs (through the lower/right). Click on David's ghost, who leads you to the parlor. Go to the parlor. Click on David again. He points at a painting. Click on the painting, and he points at a fireplace. He will leave. You have a few things you can do here in the parlor. First, grab the glue on the far left. Open the drawer on the far right to find a key that you can take. You should also take the blue footstool, in front of the fireplace. Examine the minifridge on the right. You have to find fifteen water bottles. Three of them are in drawers. Get all the water bottles and use them on the fireplace to douse the fire. It's still too hot to play around with the fire remains, though. On the left side of the room, against the wall, is a letter puzzle you can't solve right now. Another puzzle you can't solve is on the table. Go backwards two screens, to the upstairs hallway. Open up the drawer here and pick up the matches. Put the footstool under the drawer, so you can get the fire poker on the shelf above the picture. The picture looks a bit odd, doesn't it? Click on it for a puzzle. You can swap two pieces by clicking on one piece, then a second piece. Swap all the pieces to form one picture, of a woman reading a book. This is Margaret. Go back down to the lobby. You have a few puzzles here that you can't solve yet, such as a picture puzzle left of the door, a note puzzle right of the door and the photo booth puzzle. Against the wall of the stairs is a fuse box. Use the key from the parlor to open it. You have a fuse puzzle. Swap fuses, until every fuse is in the correct spot. When a fuse is in the right spot, it changes color and cannot be moved from that spot. All the A fuses go in the A row, the B fuses in the B row and so on. All the 20 fuses go in the 20 column, the 25 fuses in the 25 column, and so on. Some of the fuses are scratched, but you can figure out where they go through guessing and/or the process of elimination. When all the fuses are in place, you have a switch puzzle. Flip the five switches in the proper order. The purple switch is first and the orange switch is last. The order of the other three switches is randomly determined. Flipping on all of the switches restores power to the atrium. Go through the doorway to the left in order to reach this area. The bust on the right is broken. Examine the area below the bust, and pick up the seven statue pieces. Use the glue (from the parlor) on the bust, then use the statue pieces on the glue. You have restored the statue of a man named William. The other statue in this room is locked with chains. The doorway to the conservatory is also locked. Take the candle from the plants left of the doorway, and take the tongs from the base of the left statue. Leave the atrium, then go to the parlor. Use the fireplace poker (from the second floor) on the extinguished fire, then use the tongs on the fireplace. Pick up all ten pieces of paper. Use them on the table here for a jigsaw puzzle, where you need to put the pieces of the paper back together. The finished paper has some holes in it, but it reveals a hidden cache in the floor here. Examine that part of the floor. You find a key and a piece of paper that shows statue parts. Leave the parlor and go left to the atrium. Use the key to unlock the left statue. Now, move the statue's parts so they match the paper you found. The clues are listed in your journal: the head looks forward, the right arm is straight, and the left foot faces out. The right foot does not face out (it faces forward) and the left arm does not bend up (it bends downward). When you have the statue in place, according to David's instructions, a hidden area opens up. It has a lever and slides. Take them. Leave the atrium. Use the lever on the photo booth door to open it. Inside, you find five sticky notes. Take them, then exit the photo booth. Use the sticky notes on the cork board left of the photo booth for a puzzle. In this puzzle, swap pieces to form a picture of the machine in the photo booth. Solving the puzzle reveals a small knob, under the drawing. Take it. Go back inside the picture booth. Use the knob to open the device. Take the star from inside, then put the candle (from the atrium) in its place. Use the matches (from the parlor) to light the candle. Put the slide in the other side of the machine, and the four pictures are projected on the screen. It seems that David was in love with the woman whose portrait he painted. Zoom in on the photo to see that David is holding a book. Go upstairs and examine the bookshelf. Find the book David had. It is a red book with a lion's head decal on the spine. Inside the book is a lion's head which you can pick up, a note about marrying a man of good fortune, and a clue with symbols crossed out. Go downstairs and to the atrium. Use the lion's head on the door here. You want to click on the symbols, according to the clue in the book. That is, you want to click on all symbols, except for purple stars, green butterflies and red waves. Solving the puzzle opens the door to the conservatory. Here in the conservatory, you have a puzzle in the far right which you can't solve yet, and the way upstairs is blocked. You have six seed packets that you can find, scattered around. You can look inside a large jar, at the base of the stairs, for the seventh seed packet, along with a star. Look at the window to find a third star and a bag of letter tiles. The window has Charlotte Eckley's name on it, with Eckley crossed out and replaced with Robertson. Did Charlotte wish to marry a Mr. Roberston? Use the seed packets on the seed tray, in between the two benches. You want to put each packet in its respective container. The tricky part is that some of the labels have been damaged over time. When you solve the puzzle, you get an oil can. Zoom in on the gate at the top of the stairs. Use the oil can on both wheels, so the gate can open. You can now go to this area. The box of art supplies is currently taped shut. Check out the box on the left for a fourth star, as well as some painting restoration instructions and a puzzle clue. Leave this area and return to the parlor. Use the bag of letter tiles on the letter tile puzzle (against the far wall, on the left). You want to spell out the name "Robertson", from top to bottom. Solving this puzzle gets you the final star and a brush. You also get a clue. Crisscross is blood colored, spots are sun colored and lines are the color of the sea. Leave here and return to the conservatory. Now that you have all five stars, you can solve the puzzle on the far right. Zoom in on this area and use the stars in the slots. It's a two part puzzle. The first part is coloring the five spaces correctly. The two crisscrosses should be painted red, the two spots should be painted orange and the one with lines should be painted blue. The second part is rotating the five stars, so they match the picture from the paper on the cardboard box. Just go up the stairs in the conservatory to look at the paper again, or look at the copy of it inside your notebook. Solving the puzzle gets you scissors and varnish. Go up the stairs here in the conservatory and use the scissors to open the box of art supplies. Well, more like box of art supply, because there's only one tool inside: a can of solvent. Take the solvent and go to the parlor. Put the solvent on the stand underneath the portrait, on the fireplace mantle. Use the brush on the solvent, then use the brush with solvent on the portrait. This is a puzzle. You must restore the painting, according to the instructions from the paper on the cardboard box. Step one is to get rid of all the dirt, bugs and smudges. Click on all twenty of these things. Step two is the glue things. Use the glue on all six tears in the canvas. The third and final step is to use varnish on the painting. It is fully restored, and a small area opens. Take the torn photo pieces from this area. Leave the parlor for the lobby. Zoom in on the photograph left of the door to the parlor. Use the torn photo here for a puzzle. It's a jigsaw puzzle; move the twenty-four pieces around to form a picture of four people. When a piece is in the right spot, it can no longer be moved. The final puzzle of the chapter is the label who each person is. Charlotte is in green, while Margaret is in purple. William is wearing red, while David watches from a distance. If Charlotte and David loved each other, why was she with another man? Odd... In any case, click on David's ghost to end the chapter. 004b-Chapter Two: The Manor Grounds ----------------------------------------------------------- Dana wakes up the next morning, hungry to find out more. She also wakes up hungry for food, so she visits the local pub. There are a few things here outside of the pub. There is a dirty sign, which is too high to reach. There is a barrel with something at the bottom, but it's filled with disgusting water, and the drain's handle is missing. There is also a grate on the side of the pub, which is locked firmly in place. In fact, the only thing you can do outside the pub at this point is find two shotglasses. One is in the bushes, the other is in the roof/gutter of the pub. Go inside the pub. You have three shotglasses you can get here. One is on the shelf behind the bartender, one is on the table by the concierge, and on is below the large, cluttered shelf of things against the back wall. Talk to the Pub Owner, and he asks you to find his glasses. Click on the large, cluttered shelf of things against the back wall. There are twenty objects in this scene which don't belong in a bar. Click on all twenty items. One of the items you're looking for is the pub owner's glasses, which are on the statue. Give the reading glasses to the pub owner, who thanks you. He says that David Robertson, the painter, killed himself in the 1800's by jumping off of Fairing Point. The stables that David worked at are just down the road. Talk to the concierge to learn that it is rumored David's death was a murder, not a suicide. Sadly, it happened so long ago that there's no real hope of figuring out what happened. On the table (not the one the concierge is at), you can find a puzzle box. It is made up of nine squares. You need to rotate and swap the nine squares, to form a picture of two men with a horse. When a piece is in the right spot, it snaps into place, changes color, and it can no longer be moved. Solving the puzzle gets you a shotglass and the information that the other man in the picture is David's poor stablehand. The cuckoo clock on the wall of the pub is broken. The same is true of the electrical outlet which controls the sign. The shotglass shelf against the far shelf is empty. Leave the pub, then go down the road. Take the shotglass from the tree on the left, and from the red flowers on the right. On the left is a wheel, covered with rope. Click on it for a puzzle. In this puzzle, you want to move the knots around so none of the pieces of rope overlap each other. There are multiple solutions. If two ropes overlap, they are darkened. The post office box here needs some cubes. There is a shovel head, firmly lodged in the dirt. Go forward to the stables. Here, there are a few puzzles you can't solve yet. For instance, the pipe on the side of the building needs water. The plaque needs letters and the door is locked. One puzzle you can solve is the wheelbarrow puzzle. Start by finding the shovel handle lodged in the dirt. Pick it up, then go back a screen. Use the handle on the shovel head to get a shovel. Go forward to the stables again. The wheelbarrow here is stuck in the mud. Use the shovel on the mud to free the wheelbarrow. Now it just needs wheels. The wheel against the wall here needs spokes. Pick up all eight spokes, which are scattered around the screen in groups of two. Use the spokes on the wheel. Then, use both wheels (the one from this screen and the one from the previous screen) on the wheelbarrow. Click the wheelbarrow to move it. The ghost of the stablehand appears. Click on him, and he upsets the wheelbarrow. Look inside it to find a shotglass and rust remover. There is a building on the left here. Zoom in on it to see David, inside his hidden artist's workshop. A shotglass is here. You should have all ten shotglasses now. Return to the pub, then use them on the shotglass display case, against the far wall (left of the cuckoo clock). This is a puzzle. You want to swap shotglass pieces, so they match the backgrounds. Each shotglass is of a famous world landmark, like the Great Wall of China or the Statue of Liberty. Solving the puzzle gets you a valve. Exit the pub and use the valve on the barrel. Turn it to empty the barrel. Now look at the top of the barrel. With the water gone, you can safely grab the thing inside, which is a box of metal letters. Go back to the stables. Zoom in on the plaque by the door. Use the rust remover to clean it, then use the letters on the plaque. You want to spell out some words, by putting your letters in the blank spots. The words are "who took his own life". Solving the puzzle gets you some bolt cutters. You also learn that David's death was murder. Use the bolt cutters on the metal which keeps the stable doors locked, then go inside. There is a ladder here which is tied up, and there a loose ceiling tiles. We'll come back for those things later. Pick up the wrench, which is hanging from one of the vertical beams. Also pick up the puzzle cube, which is on the floor near the base of the ladder. There are ten scraps of paper on this screen. Pick all of them up. Then, zoom in on the crates. Take the number two, then use the scraps of paper on the crates for a jigsaw puzzle. It's a sketch of David and his friend, at the stable rack. Zoom in on the open stable here. This is a hidden objects challenge. Find all the items on the list, then click on them. They are all types of stable gear. When you're done, use the stable gar on the stable rack, under the two windows. Examine the satchel for a hammer and chisel. David's ghost appears. Click on him, and he gestures towards the crates. Click on the crates to move them aside. Use the hammer and chisel on the wall three times to knock it down. You can now go into David's hidden artist's workshop. Here in the workshop, you can find many things. There is electrical tape on the back shelf, a long stick on the ground and four wooden easel parts scattered everywhere. Pick all of them up, and use the easel parts on the easel for a jigsaw puzzle. Put the parts into the outline to make the easel. On the right side of the room, near the corner, is a chest. Open it up to find an unfinished painting and a crowbar. Go back a room. See the ceiling tiles which are cracked? Use the long stick (from David's workshop) on the tiles to loosen them. This reveals his painting equipment and a puzzle cube. Return to the workshop. Use the painting equipment on the worktable here. This starts a puzzle, in which you must find the twenty paint supplies. When you're done, put the canvas on the easel, then use the paint supplies on the canvas. You have a painting puzzle. Click on a color, then click on an area to paint it that color. For instance, the circle spots should be painted in the yellow (circular) color. You can't paint something the wrong color. When the picture is completely painted, David's ghost appears. Click on him, and he cracks the floor. Use the crowbar on the floor, and you find a dry rag, as well as a letter from David, to his beloved. Pick up both things. Under the window here are some pipes. Zoom in on them for a pipe puzzle. You want to rotate the pipes so they all connect, without any open holes. There is only one solution to this puzzle, and when you're done, water goes through the pipes. Leave David's studio and leave the stable. Zoom in on the pipe here to find the third puzzle cube. Also, use the dry rag on the water to get a wet rag, perfect for cleaning things! Go back a screen. Use the three puzzle cubes on the post box. You want to rotate the cubes here to form a picture. It is a red design, with black in the middle. Solving it opens the post office box and gets you a number seven. Go back a screen, to the outside of the pub. Use the wrench (from the stables) on the grate here. Undo the bolts and you get a knife. Return to the stables. Use the knife to free the ladder from the post it is tied to. Go back to the pub and use the ladder on the sign. Climb up the ladder and use the wet rag to clean the sign. This gives you two clock hands, which are at 5:00. Go inside the pub. Use the electrical tape on the broken electrical cord, then plug it in. Go outside to see the pub's sign is on. Then number 10 can be found on the sign. Take it. Go back inside the pub. Zoom in on the cuckoo clock. Use the three numbers on the clock, as well as the two clock hands. Press the red and blue buttons to move the clock hands. Set the clock to 5:00. The cuckoo bird comes out, and it has a picture of David's funeral. Take it to end the chapter. Suspiciously, two of the mourners in the picture don't look very mournful. 004c-Chapter Three: Baltoun Village ----------------------------------------------------------- Dana goes to the area where David (and his stablehand friend) was buried. You start off outside Town Hall. Go inside and talk to the receptionist. She says the records room is shut, and she's too preoccupied with her missing cat to actually help you out. Bah. Leave Town Hall, then go forward to the town square, which has a fancy statue of Mr. Halward. Go forward again. In the bottom/left part of the screen, you find the pieces of the missing cat poster. Go back to Town Hall and give the cat poster to the receptionist. She asks you to fix it. This is a jigsaw puzzle. The word "MISSING" is on top, with a picture of the cat underneath. At the bottom is "FLUFFY", with a phone number underneath. Time to make copies of the cat poster. Examine the photocopier. The wires here are all tangled up, so you have another puzzle where you need to move things around and ensure that no two wires overlap. When you're done, the photocopier turns on. The photocopier needs paper. Take the four sheets of paper, scattered throughout this room, then use them on the photocopier. Use the cat poster on the photocopier and make four copies. Show them to the receptionist. She asks you to post them around town. The first poster should go on the cork board, behind the receptionist. The second one goes on the outside of the town hall building. The third one goes on the street sign (the one on street level) in town square. The fourth poster goes on the sign near the bridge. When you put the fourth poster in place, you get a hammer. Fluffy also appears! Click on her, and she runs away. We need to fix the bridge so we can get to her. Go to the area outside town hall. Zoom in on the crates. Use the claw hammer to undo the nails and take the board. Inside the crate is a saw and some rope. Go forward to town square. Use the saw to cut off the sign, which is hanging by a rope. Pick up the sign. Go forward to the bridge. Use the saw to cut off the branch in the lower/left. Use the branch on the board, which is floating in the river. Now zoom in on the broken bridge. Put the three planks here, use the nails on them, then use the hammer to secure the nails. Go across the now-completed bridge. The stablehand's ghost is here, and he wants you to go inside. Zoom in on the hole here to see that Fluffy dug her way into the graveyard. A handle is here in the hole; pick it up. Also at the graveyard grate is a pair of boots (on the left) and a flashlight (on the right). Take both of them. Go back. Use the boots on the muddy river bank on the right. This is the bank closer to the graveyard. Going there starts a puzzle. You want to make matches, of the various stones, going from 1 to 8. 1: two circles 2: four circles 3: two circles, one triangle 4: two triangles 5: one triangle, one crescent 6: two crescents 7: two triangles, one crescent 8: two crescents, one triangle At the end, two handles are left. Take them. Go to the graveyard gate, which has two locks. You have two handles. Use the handles on the two locks to open the graveyard gate. Go inside and click on the ghost, to see him destroy David's gravestone. We should fix that. Find the three pieces of the gravestone. One is sitting on a grave to the right, and one is in the blue flowers on the left. See the basket of flowers? Zoom in on it. Remove the flowers to find the final gravestone piece. Pick it up, and pick up the basket, too. Use the gravestone pieces on the broken gravestone. This is jigsaw puzzle. Solving it lets you see when David died. The grave on the far right belongs to Joseph Sutherland. Dana deduces that he is the stablehand. Sitting on his grave is a pair of shears. Look into the small cave on the left. It's dark, and there is meowing coming from there. Use the flashlight (from the graveyard gate) here to find Fluffy. Put the basket down here, and use the rope on the basket. Fluffy won't go into the basket. Go back two screens, to the river. Use the shears on the catnip here. Go back to Fluffy and put the catnip in the basket. Click on the basket to lower it to Fluffy, then click on it again to pull her up. Return to town hall and give the cat to the receptionist. The woman will now let you into the records office. Before going in there, pick up the feather duster in the lower/left part of this screen, if you haven't already. You can use it to dust off the display case here. Go into the records office. Use the feather duster on the three cabinets here. The middle one is the one you're looking for, so click on it. This starts a puzzle. You want to arrange the folders by date (and by color, when you have multiple folders from the same year). When you put a folder in the correct spot, it can no longer be moved. Once you're done, Dana takes the folder from the year of David's death. Use it on the drafting table here and zoom in for a puzzle. Find and click on all nine things that are related to David. The most important thing is his suicide note. Put the suicide note on the other desk here. Put the note from David (from Chapter Two) on the desk as well. You need to compare the notes. Click on the sixteen letters (on the suicide note) which are tampered. David's suicide note was a fake! David's ghost appears. Click on it, and he knocks over a briefcase. If you zoom in on the case, you'll see it's covered in ink. Take the fish net from the wall here, then go outside town hall. See the aquarium in the window? Use the fish net here. Find the twenty coins in this scene (three are inside the treasure chest and two are by the rocks in the middle/right). Go into the town hall and use the coins on the pirate statue to get a key. This key unlocks the display case. Inside are some coins and a picture. Return to the graveyard. Use the coins on Joseph's grave. You want to arrange them, so the match the picture from the display case. A copy of the design is in your notebook. Solving the puzzle gets you a special screwdriver. You also see that Joseph's grave is filled with money. Wasn't he supposed to be a poor stablehand? That's what the concierge said in Chapter Two. Return to town hall and examine the painting. The plaque on the painting has two screws. Undo them with the screwdriver to get ink remover. Go to the records room. Use the ink remover on the ink spot, on the briefcase. You have a puzzle, to spell out the proper message. It is "MDCCCXCIV", which was on the plaque of the painting. Inside the briefcase is David's autopsy report, which shows he was shot. W. Eckerly wanted this report to be destroyed. Also inside the briefcase is a badge. Take it and go to town square. Use the badge on the lapel of Mr. Halward's statue to get a photograph of Charlotte and William in England. This must be where we should go next! 004d-Chapter Four: England ----------------------------------------------------------- Dana arrives at the Halward Estate in England. Charlotte lived here. On the right side of the screen is a tree. Examine it to find half of a pair of shears. Charlotte's name, once carved onto the tree, has been crossed out. There is also a carving here, which is missing a piece. A sticky note is in the lower/left. Pick it up. Zoom in on the doorbell (left of the gate). Use your sticky note on the note here to learn that the doorbell is broken, so you must use the ringer. Pick up the four pieces of the ringer, scattered around the screen. Use them on the ringer, which is right of the gate. Charlotte's ghost appears. Click on her twice, and she opens the gate for you. Go forward to the garden. It's rather nice here, but you can't do much in this location. Go forward to the front door of the mansion and knock on it. The butler says he cannot let you in for a tour, as you do not have an appointment. There are five pieces of yellow paper here. Pick them all up. Then, zoom in on the tea table. Click on the teapot pieces here for a jigsaw puzzle. You want to make a teapot, with a design on the front. When you finish making it, it is added to your inventory. Go back, to the garden. Now, instead of going forward to the mansion, go right to the cottage. Click on the door, and the maid talks about her list of chores. You have the list of chores (the five yellow papers from the mansion door). Use them on the clipboard. This starts a puzzle, where you must swap the slices to make a full drawing. From top to bottom, it is watering plants, trimming flowers and cleaning the birdhouse. Click on the door again, and the maid appears. Dana volunteers to do the chores for her. Let's start with watering the flowers. Go back to the garden. Look inside the birdbath for a watering can. Now, go back to the cottage and step inside. In the cottage, you can get a pool net (right of the window) and the other half of the shears (left of the window). You can fill the watering can with water from the sink. There are two wilted flowers (in pots) outside the cottage. There are three flower pots in the garden, two by the manor's front door, and two by the manor's front gate. The second chore was trimming flowers. These flowers are on the left side of the garden. Use the shears on them. This is a challenge, to find seven roses, sunflowers and bluebells. When you're done, you get a bunch of flowers. The final chore is cleaning out the birdhouse. To do this, you have to use the pool net on the large pool in the garden. This starts a challenge, where you must find and click on all twenty bugs and dead leaves. That gives you a carving piece. Go back to the manor gate. Use the carving piece on the carving, on the right. This gives you sealant. Go to the garden and zoom in on the bird bath. Use the sealant here to fix the bath, then use the watering can to fill it with water. The bird comes to take a bath. Go to the outside of the cottage. Now that the bird is taking a bath, you can zoom in on the birdhouse and empty it. Clear it out to find a crown and a dirty spoon. Go inside the cottage and use the flowers on the flowerpot on the counter. A puzzle starts. You want to arrange the flowers, so they match the painting. Keep in mind that the painting is a mirror image of the flowerpot. When you're done, Charlotte's ghost appears. Click on her, and she points at the painting. It's a painting by David! More importantly, there is a hidden note here. Click on the corner to find the note and a cabinet key. Use the key on the cabinet here to get a crown. Leave the cottage. When you've done all the chores and retrieved the cabinet key, the maid appears. She says that if you make tea, the butler will be happy. Go back into the cottage. Talk to the maid to get a tea guide. Use the spoon (from the birdhouse) on the sink to clean it. Zoom in on the tea tray. Put the spoon, water and tea guide here to start the tea puzzle. This puzzle is to make two. First, put two spoonfuls of red things into the pot. Then, add a spoonful of green things. Add water, milk, then sugar. Done! Go to the front door of the mansion and put the tea on the table. The butler appears and gives you a green crown. He mentions the lions in the garden. Go to the garden. You should have three crowns, one for each lion. Each lion has a puzzle crest on it. Solve the puzzle by rotating and swapping the tiles, in order to form a picture. The blue crown goes on the lion with the crest of a wave. The green crown goes on the lion with the crest of a plant. The orange crown goes on the lion with the crest of the sun. Finishing with the lions causes a flowerpot to move, revealing a compass. Zoom in on it. Rotate the rings to finish the picture. This results in you getting a key, as well as half of Charlotte's response to William's proposal. Return to the front door of the mansion. A secret compartment is left of the doors, at the base of the entryway. Use the key here to open it and find the picture of William proposing to Charlotte. Then, go into the mansion to end the chapter. 004e-Chapter Five: The Halward Estate ----------------------------------------------------------- You start in the hallway. Talk to the good butler to learn that he will get some of Charlotte's personal effects for you. Charlotte herself will appear after this. Click on her, and she goes to the ballroom. The door to the ballroom is locked, as is the door to the room to the right. This door needs four angels. One of them is left of the left doorway; pick it up, then go through the door. You're in the library. A second angel is in the bottom/right part of the large window. A disc is above the center back window. There are six bookends, scattered throughout the library. Find them all, then use them on the rightmost bookshelf. This is a puzzle. You want to rearrange the books, so that there is a picture on each shelf. The top shelf is a wiener dog, the middle one is a red building, and the bottom one is a fish. Solving the puzzle gets you a book. Use it on the bookstand here for a jigsaw puzzle. Make the picture of a little girl (Charlotte?). When you're done, you get an oval. Flip to the next page of the book. The second half of Charlotte's letter is here! Put your half of the letter here. It seems that Charlotte rejected William's proposal. Flip the page again to see a cryptic message for a chess puzzle, written on the back of the letters. Leave the library. Use the disc on the door to the ballroom. This starts a repeat-the-pattern puzzle. Four different colors will light up. Click on those four colors, in the exact same sequence. Do this three times in a row, and the door will open. Go forward to the ballroom. Examine the painting on the left. It has a cat looking at a snail, a rabbit looking at a bird, and a rabbit looking at a different bird. Flip open the four latches, on the four corners of the painting. This reveals a puzzle. Click on the puzzle. Here, you want to rotate the nine tiles (by clicking them), so every cat is next to a snail, and every bird is next to a rabbit. Solving the puzzle gets you an oval. There is an oval lying against the gramophone here. There are also two angels here, by the pillars next to the red curtain. That makes four angels in all. Go back to the hallway, and use the angels on the door to the right. You have a puzzle. Move the angel heads, so they are a reflection of the angels below. Solving the puzzle opens the door. Look at the armoire here for a puzzle. You want to click on the eight knobs here. Each knob rotates one of the eight discs. Rotate the discs, so they match the design of the armoire. Solving the puzzle gets you another oval. Examine the chess table for a jigsaw puzzle. Put the six chess pieces together. Once you're done, another chess puzzle appears. You want to rearrange the pieces, according to the instructions from the notes in the library. The order is this: knight, wall, king, queen, woman, wall, and poor man. Solving the puzzle gets you a key for the jewel case. Go back to the hallway and use the key to open the jewel case (against the left wall). Zoom in on the case and take all twenty rings. You get rings. Use them on the ring box (at the bottom of the jewel case). Now, you want matches. Click on a ring, then click on the matching ring. Find all the matching rings. At the end, the only ring left is William's ring, the one he proposed to Charlotte with. Go right to the patio. On the right wall is a picture of a swan, with a red border. Zoom in on it. Use William's ring on the picture to open it. You get a letter from William, as well as an oval. Go back to the library. Zoom in on the desk. Put William's letter on the desk, and put the fake suicide note on the desk. There are eleven words which appear in both letters. Click on them. The words are "I", "nothing", "me", "there", "is", "on", "earth", "I", "I", "you" and "farewell". The handwriting for both notes is quite different, which proves that William is not the one who wrote the fake suicide note. The butler appears, saying that he found Charlotte's personal effects. Go into the hallway. Charlotte's box is on a table here. Open it, by rotating all the tiles to form a picture. Inside the box, you find sheet music and a key. Go right, to the patio. You should have all five ovals here. Use them on the door here. You want to rearrange the five ovals, so the roman numerals match up. III = I + II XVI = X + VI XI = VI + V VII = III + IV XIV = IV + X The door to the music room opens. Here in the music room, you want to use the items from Charlotte's personal effects. Use the key on the gun display case for a jigsaw puzzle, in which you have to make two guns. When you're done, use the autopsy report on the display case. The gun here is a match for the one that killed David! Click on the gun, and Joseph's ghost appears. Click on him, and he destroys it. Look at the wrecked gun display to get a knife. There are five piano keys, scattered around the room. Find them and use them on the piano. Use the music sheet on the piano, too. This starts a repeat-the-sequence puzzle. Repeat three sequences to get coins. Use the coins on the music box here (which is the case near the gun display case). This starts a puzzle. Rotate the five knobs to change the piece of music. You want to make it so the five parts match, forming one continuous picture. The ability to read music will not be a help for this puzzle. Solving the puzzle gets you a record. Go to the ballroom. Use the dagger on the curtain to find a painting. Zoom in on it for a puzzle. Here, you must find all the various items listed on the bottom of the screen. It seems that everyone had fun at the dance, except David, who is sitting in the corner. Charlotte appears when you're done. She wants to dance. Click on her, and she points out a flower vase. Look at the flowers to find a crank. Use the crank and the record (from the music room) on the gramophone. Turn the crank, and Charlotte will dance to a specific floor tile. Examine this tile. This is another puzzle, where you click on a tile to rotate it. Rotate the tiles to form a complete picture. Dana will lift up the tile to find a picture of Charlotte in Paris. The butler and maid reappear, and they wish Dana well as she goes off to Paris. The Halward estate there is now a museum. 004f-Chapter Six: France ----------------------------------------------------------- We're in France! The café here needs salt shakers for its display. Go into the red phone booth here to get a salt shaker, along with a zipper. The door to the side of the museum is locked, so go in the main entrance. Charlotte is here! Click on her, and she goes upstairs. We'll follow after Charlotte in a little while. First, take the salt shaker on the magazine rack, then zoom in on the front desk. You can use the zipper on the pencil case here to get a cutter. Zoom in on the pencil sharpener. This is a puzzle. Click on a ring to rotate it. Rotate all the rings, to form a complete picture. You want to work from the inside, to the outside. The pencil sharpener is good, but we need a pencil to sharpen. Go through the doorway to the right, which is the gift shop. Talk to the man twice to learn that he is giving away free souvenir pencils. Take one, from the coffee cup in front of him. Return to the front desk. Use your pencil in the pencil sharpener. Then, use it on the small piece of paper by the phone. Do this twice to learn that the museum's phone number is MU SD LION. Go upstairs now. Click on Charlotte, and she goes through some plastic. Grab the rag (which is hanging under the right window) and use it on the plastic to clean it off. It turns out that the plastic is quite thin, so you can use the cutter on the plastic to open it. Go into the gallery, through the plastic. Take the lightbulb (from the wheelbarrow) and use it on the lamp (right of the ladder). Then, click the switch (on the left) to light up the room. Once the room is lit, you can see a salt shaker on top of the ladder. You can also see the newspaper clippings on the back wall. Use the cutter on the newspaper to find a picture. Dana wants to get a magnifying glass to examine it. Go back to the gift shop. You can now look at the display case, for a hidden objects scene. Find all of the objects. One of them will always be the magnifying glass, under the table. Use the magnifying glass on the man in order to pay for it. He mixes up the receipts and coins. This starts a puzzle, in which you must move the various coins around. Each receipt has three coints. 22: 8, 2 and 12 31: 6, 7 and 18 55: 15, 17 and 23 The man thanks you for sorting the coins and lets you leave with them. Go back upstairs. Use the coins on the piggy bank display here, to get a key. Use the key on the toys display for another hidden objects screen. This time, the object which will always be there is the scrapbook, on the far left of the middle shelf. Use the scrapbook on the stand, on the left side of the room. This starts another puzzle. Swap the picture pieces around, in order to get seven complete pictures. Each picture has a unique edge, which can help you determine which picture goes where. Solving the picture gets you a phone card. Leave the museum and go to the phone booth. Use the phone card on the booth, then call the museum. As you found out earlier, the number is MU SD LION, or 68 73 5466. Go back in the museum. The phone is ringing. Go to the gift shop and tell the man about this. While he goes to answer the phone, you can take his key card. Leave the museum. The key card opens the garage door on the far right. Use the card here, then change the symbols to form the correct code. This code was written on the outside of the piggy bank; a copy of it is in your notebook. In the garage, examine the gray box in the upper/left. It has matches and a wheel. Take both of these things. The second wheel is in the back, on the second-from-bottom shelf. Use the wheels on the stepladder. You can now click on the stepladder to move it. For instance, you can move it to the back shelf. Do this, and you can climb up the ladder to see the paint cans. The fourth salt shaker is in front of the pain cans, so take it. Move the stepladder to the right, so you can see the display case. It has a colored code on it. Leave the garage. Use the salt shakers on the salt shaker case, in the Café de Coin. You get a puzzle, in which you have to move the salt shakers to form a picture. The bottom row, from left to right, is boy, woman, dog and fire hydrant. The top row, from left to right, is red fruit, orange fruit, gray shoe, pink shoe, blue bird and green bird. The cabinet door opens. You have a series of buttons. Press them, to change their colors. You want their colors to match the paint splotches from the garage. That's red, orange, gray, pink, blue and green on top, with yellow, black, brown and purple on bottom. Solving this puzzle gets you a key. Return to the garage. Use the key on the display case in the upper/right to get a paint brush and paper scraps. Move the stepladder to the back wall. Climb it to see the paint cans. Use the scraps on the cans for a puzzle, in which you must figure out which scraps go on which cans. Solve the puzzle to get paint thinner. Return to the museum and go upstairs. Go into the gallery. Use the magnifying glass on the painting on the back wall. You need to find all twenty-five errors in the painting, such as the hangman's noose or the panda. Once you're done, you can see another painting beneath. Put your paint thinner next to the red tray (below the painting), and dip the paint brush in the thinner. You now have a paint brush with thinner. Use it on the painting to strip it away and discover the real painting, which is of Charlotte and David. Back away to see Charlotte, mourning over his death. Click on Charlotte, and she knocks the painting aside, to reveal what is behind the frame. Zoom in here to get a winder. Go back a screen and use the winder on the music player. This starts a puzzle. You want to match the musical score on the bottom, with the notes as they appear on the rotating disc. The starting line is delineated on the disc; the first chord has two notes, while the final chord has three. Solving the puzzle gets you a photograph of Charlotte on her death bed. You now have six photographs. Go through the plastic sheet to the room with artwork, and use the photos on the red display area in the corner. Your challenge here is to arrange the photos in chronological order. First is the photo of David, Charlotte, William and Margaret. Next is David's funeral. Third is Charlotte arriving in England, followed by William proposing to Charlotte. Fifth is Charlotte arriving in France, followed by her death. The display opens up, to give you a weights puzzle. Swap weights, until the two sides of the scale match each other. One side has the largest piece, along with the second smallest and third smallest piece. Solving this puzzle gets you a ring and a piece of paper. Go back to the main floor of the building. Light the candle in the corner here, using matches from the garage (found in the upper/left shelf). Use the blank letter on the candle to reveal a hidden message, which proves that Margaret Halward paid Joseph (the stable hand) to kill David. 004g-Chapter Seven: Fairing Point ----------------------------------------------------------- Talk to the Concierge, who says that he left some items here at Fairing Point, so you could use them. That's nice of him! He then drives away. The first item, on the left, is a purple cloth. The second item is the painting easel, left of the base of the stairs. Left of this is the painting. Pick up the box of paints, by the right side of the base of the stairs. There is a puzzle here. You want to mix colors, to form paints. Red and yellow are orange. Yellow and blue are green. White and red are pink. Blue, yellow and red are brown. Go up the stairs, to the top of the cliff area. Left of the tree is a nice area. Put the easel here, then use the painting on the easel. Put the paint jars on the easel, then click on the painting for a puzzle. You did this puzzle earlier, when you painted the picture (in chapter two). Click a shape, then click an area which is marked with the same shape. For example, the tree leaves which have triangles on them should be painted the color of the green triangle. When you're done, examine the carving on the side of the tree (in the painting). Why does it not exist today? Zoom in on the side of the real tree (the one not in the painting) to see a knife. Use the purple cloth on the knife, so Dana can grip it. Use the knife here several times, until you see the message with David and Charlotte's initials. It has an arrow, pointing down and to the right. Follow the arrow to a point in the ground. Clear off the leaves here to find a box. It says "veritas" (which is Latin for "truth"). Put the invisible ink letter inside, then back away. David appears. Click on him. David reads the letter and stands by the cliffside. You can now zoom in on the veritas box to get a lion's head. Take it and go down the stairs. Use the lion head on the small stone table here. This is a puzzle. There are four spots here, marked with flowers. You want to move the correct four lion heads to those spots. The spots match with color. For example, the bottom/right spot is a sunflower, which is yellow and black. Move the yellow and black lion onto the sunflower spot. The other four spots are the white and yellow lion in the lower/left, the blue and while lion in the upper/left, and the red and yellow lion in the upper/right. When you move the four lion heads to those spots (the other lion heads don't matter), the table opens up to reveal a slot. Use Charlotte's ring on the slot to bring Charlotte here. Click on Charlotte, and she goes to the top of the cliff. Go up the stairs, and click on either David or Charlotte to end the game. 004h-Epilogue ----------------------------------------------------------- The epilogue is a bonus chapter, which comes with the Collector's Edition of this game. You can select it from the main menu, once you complete the game. The epilogue takes place in Halward Manor, just like the first chapter. Examine Dana's laptop to find a note, which says she doesn't know the full story. That's true. What happened to William Eckley, after he proposed to Charlotte and got rejected? Also, what happened to Margaret? On the wall here are some floor plans. Inside the armoire is a tack remover, and a bell is on the teacart. Take these items, then leave the room. Go downstairs to the lobby. Use the bell on the counter and ring it. The Concierge appears. He says he has no idea who left the note on Dana's computer. He also says that he has a box, which is difficult to open. This is a puzzle. You want to swap and rotate the tiles, to form a picture of someone wearing a jester hat and a mask. When you solve the puzzle, you get a mysterious key. Time to get some items. Zoom in on bulletin board here, and use the tack remover to remove the tacks so you can take the second set of floor plans. You can also take the string that is sitting against the bulletin board. Take the magnet, which is on a chair in the lobby. Dana ties the string to the magnet. You can also open up a drawer behind the counter of the lobby to get a hammer and a chisel, if you want. Return to Dana's room upstairs. Zoom in on the floorboards, in the lower/left. Use the magnet with string to retrieve the item trapped here; it is a steel brush. Leave Dana's room. Do you see the tapestry on the left? Click on it to remove it. Ah, there is a hidden door here! Use the steel brush to clean off the lock, then use the mysterious key to open the door. This is William's room. Click on him, and he looks at Dana. Click on him again, and he leaves the room. There's not much you can do here now, besides collect the gems scattered throughout this room. Find as many as you can. Then, leave the room and go downstairs. There are three gems by the flowers on the table. Once you enter William's room, the Concierge will open the door to the parlor. Go inside. There is a rag on the chair to the left and some polish by the fireplace wood. On the table is a dial, as well as a paper which talks about the time that Halward Manor was put up for auction. You can zoom in on the fireplace mantle for another scene with gems. You can zoom in on the base of the dagger display for even more gems. Once you find all the gems, you can't zoom in on the mantle anymore. Talk to the concierge if you want to, then go back upstairs to William's room. Use the rag on the cabinet (in the corner) to clean it, then click on the cabinet for a puzzle. In this puzzle, you want to find related objects, such as pen and ink, rose and vase, and cannon and cannonballs. This gives you two knights. You can use the knights on the knight cabinet (on the right side of the room). Some of the knights are dirty. Clean them off with the polisher. You then get a puzzle, where you have to find matching pairs of knights. Click on one knight, then another. If their shields match, they leave the screen. If not, they turn around. Keep clicking knights until you find all the matches. When you're done, you find some old floor plans. Use your floor plans on the floor plans here. This starts a puzzle. The bottom floor is on the left, and the top floor is on the right. You want to swap the various pieces, so the six pieces on the left are of the bottom floor, while the three pieces on the right are of the top floor. You have to do this puzzle twice. When you're done, Dana notices that there is a hidden room in the upper floor. It's hidden behind the bookcase. Leave this room, then examine the bookcase. It's missing a book! Go downstairs and into the parlor. Talk to the Concierge. He will find the book, while you set up for the guests. Look at the cabinet here for a hidden objects puzzle, in which you must find everything on the list. Solving the puzzle gets you some dishes. Leave the parlor. Zoom in on the door to the atrium, which is on the left. Use the key from the Concierge to open this door. Go into the atrium, then go forward to the greenhouse. Zoom in on the pot here to get shears. Then, use the shears on the excess foliage here. Cut it twice to find two dials. Combined with the dial from the parlor, this makes three. Zoom in on the seed packets. You can find jewels in the seeds. Click on all the seeds to remove them and reveal where the jewels are. Find all seven jewels to finish. Finally, you can use the dishware on the table here, like the Concierge requested. You need to sort the various items on the table, to fit the various requests left the guests. Mr. Bradley should have toast, steak, a red drink, and salt with pepper. Mr. Alexander should have the fruit meal, a vegetable side dish with lettuce, coffee and pepper. Mrs. Clark should have salt, a side dish with strawberries, a white drink and some food I don't recognize as the main course. Once done, return to the Concierge for the book. Go upstairs and use it on the bookcase. This gives you a puzzle, where you must arrange the books in a certain order. I freely admit I do not understand what this order is. The clue says that each row must add up to the correct sums, but you'll notice that the second row of the solution does not add up properly. 13 = 9 4 3 -2 = 5 10 = 8 2 15 = 15 Put the books in that order to open another puzzle. Move the gears around, so none of the straps overlap. There are multiple solutions. Solving this puzzle opens the doorway to Margaret's room. Go inside and click on William. He highlights the wall. Click on it to see some paper dolls. This allows you to search for paper doll parts. They can be found on the coffee table area and on the dresser. One of the, on the dresser, is behind the ticket which shows that Margaret was sent to an insane asylum. In addition to paper doll parts, you can find many gems in Margaret's room. When you have all the paper doll parts, use them on the wall. This starts a puzzle. Dress up the five dolls, like the five characters. Once you solve the puzzle, William's picture changes into a picture of his bust. Go downstairs, to the atrium. Click on William's bust. It moves aside, to give you a puzzle. For this puzzle, you must flip the switches in the proper order. This order appears to be randomly determined; the order I got was 4 2 1 6 3 8 9 5 10 7. Once you flip all the switches, the other statue in the room moves, and part of the wall is highlighted. Examine the statue, to get the last set of jewels. If you don't have all forty jewels yet, you must have missed some in one of the locations: the lobby, the parlor, the atrium, the garden, William's room and Margaret's room. Go to those locations and use a hint to find any jewels you may have missed. The highlighted part of the wall in the atrium can be destroyed, using the hammer and chisel from the drawer in the lobby. Inside, you find a copy of Margaret's code. Return to William's room and zoom in on the painting of Charlotte. In the corner of the painting is a ledger, written in code. Use Margaret's code on her ledger. This starts a puzzle, where you must decode the name. Click on a spot to change the letter which appears there. The name you want is "Joseph Sutherland". The story is making sense now. Margaret paid Joseph to kill David, as we learned in the main game. After this, Joseph continued to extort money from Margaret, to the point where she was so broke that she was going to resort to selling Halward Manor to get enough money to pay Joseph. This would explain why Joseph's grave was filled with money. Solving the puzzle causes a locket to appear to the left of the painting. Take it, and go to Margaret's room. Provided you have all forty jewels, you can use them on the trunk for a puzzle. This puzzle is simple enough to understand. Put the jewels around the edges, arranged by color. The top/left jewel is large and red, and the top/right jewel is small and blue. Along the top row, therefore, the jewels go from large all red, to medium half-red and half-blue, to small all blue. A small sound plays, whenever you get a jewel in the place. Arrange them in the right spots. Once you finish the jewel puzzle, you get a dial puzzle. Put the three dials here. With the first part of the puzzle, you want to push the buttons to make animals appear on the dials. According to the mantle in the parlor, the animals are a cat, a rabbit and a bird. The second part of the puzzle is rotating the dials, so each animal has the right amount of food. Click on an animal's picture for a clue. The cat has three fish and one water, the rabbit has two water and two plants, and the bird has three worms and one water. The trunk opens and a book is inside. Use the lion locket, from the portrait of Charlotte in William's room, on it. You have a puzzle, where you must press the eight spokes in the proper order. The first and last spokes are listed. When you're done with that, you have one final puzzle. This is a jigsaw puzzle. Swap tiles here to form two pictures. Pieces snap into place, when you have them correct. The left picture is of Margaret, who went insane with grief and regret, after her daughter's death. The right picture is of William, who put an end to Joseph's extortion. William saved Halward Manor and had Joseph ejected. So William Eckely became the unlikely hero of Halward Manor, by saving it from auction after Charlotte's death. 005-Credits ----------------------------------------------------------- This FAQ is copyright of The Lost Gamer, 2013. If you want to use any part of this FAQ, ask me first (instructions under general information).