S C R A T C H E S

Walkthrough 

 Len Green     lengreen@hotmail.com      29th January 2006    

 

PREFACE

 

This walkthrough is at present 'provisional' and although written in English should be applicable to the already released German version. 

It’s doubtful that any updates will be necessary for the English version.  If however any are actually needed, they will be incorporated as soon as that version is released.

 

FOREWORD

 

{A}   This walkthrough describes ALL the actions which you must take in order to succeed, together with some (though not all) which are not essential to completing the game.

However, please don’t use this walkthrough unless you absolutely have to.  Some aspects which are not absolutely imperative have been omitted.  A lot of these are interesting and provide much of the background story to the game, and particularly to the apparently genuine deserted English mansion.

{B}   Warning :-  If you simply take this walkthrough in your hand and follow exactly what to do and what not to do, you can probably finish the game very quickly. This however would completely defeat its whole purpose!

{C}   The walkthrough definitely does not do ANY justice to “Scratches”! 

The most important aspect is the spooky scary narrative.  I have deliberately refrained from giving away ANY of the actual story.

In addition, a great part of the fascination of the game is wandering around through the different locations in and around this old-world decaying Blackwood Manor.

{D}   Suggested Advice:- 

So as not to gratuitously spoil the game by seeing unnecessary hints, you can pinpoint the ‘area’ needed to a great degree through looking only at the date, day and time where you are stuck!  

Also, instead of scanning the whole walkthrough, I recommend using  a “Find” command-option, and inserting a relevant key word to greatly reduce the superfluous hints!

{E}   This is a first-person game and much of the intricacy and pleasure lies in browsing around … and as aforementioned there is a lot of that.  I personally frequently ‘got lost’ looking for some location or object (even occasionally inside the mansion itself!), and sometimes after finding it, lost my way again on returning.

Due to the above fact I have frequently (but not always) given exact ‘direction-instructions’ in this walkthrough e.g. “Go forward twice”, “Swing a little to the right”, etc.

Often, where exploring is not too difficult (but sometimes not all that easy either),  the player will only be told where to go, but not exactly how to get there, or even how to move around when actually there!

{F}   On entering every new location, it is pretty well essential to browse around and DO as much as allowable in every one.

  However, the walkthrough never tells you explicitly to do this … it assumes you will ALWAYS automatically explore and expedite, and so it simply says … “Look around the study”, etc.   

{G}   You should NOT  have to follow the identical order of accessing locations as described in this walkthrough.  Some locations of course will not be available or accessible until you have completed certain previous  tasks, and so a particular order is sometimes obligatory.  Other than this, you are free to visit (&/or revisit) as you wish !

{H}   Although the game is very spooky and sometimes scary, there are absolutely no action sequences, and you never get killed.  There is no overt violence and absolutely no so called ‘bad language’ or ‘adult material’.

It is all first-person and mouse driven point & click. There are full English subtitles for ALL speech, and a veritable abundance of texts for all hints and comments.

{I}   Some items in inventory can be used one upon another. 

As far as I am aware, if any item X can be combined with item Y, then the reverse is always true … i.e.  item Y can always be used on item X instead!

{J}  As in most games, it is easy to make a wrong or redundant move!  So it is advisable to save frequently

There are 10 save-slots.  If you like, you can save batches of up to 10 ‘permanently’ (zipping if you like) before overwriting … for the next batch of 10.

 

W  A  L  K  T  H  R  O  U  G  H

 

D A Y – 1 (Saturday, October 12th)

 

Watch all the introductory scenes :-

 

Saturday 9 am

 

Walk forwards to the front door of the mansion

Try opening the front door.  You can’t it’s locked

Take the key from inventory, and use it on the keyhole

Open the front door and enter the mansion

Start looking around the reception hall

The telephone starts ringing.  Answer it

Talk to Jerry

Enter the living room

Look around the living room

Read the diary on the table

Enter the study

Look around the study

Look at the desk

Read the diary on the desk

Open the 2nd drawer down on the left side

Take the empty envelope

Close the drawer

Open the 3rd drawer down on the left side

Take the tool for boring holes (an awl)

Close the drawer

Enter the dining room

Look around the dining room

Exit the dining room and into the small hallway

Go up the back stairs (2 flights … from the ground floor to the 1st  floor)

          Go 1 step forward and then swing to the right

          Walk the length of the 1st floor lower hallway

Enter the guest room … “I quickly realized that this had to be my room.”

Look around the guest room

Look in the waste paper basket

Read the single hand written page there

Look at the doctor’s medical bag

Open the doctor’s medical bag

Take the stethoscope

From inventory, take Michael’s (heavy) suitcase and place it on the corner table

Open the suitcase and examine all the contents

Look at the calling card belonging to Jerry (P. Carter)

Take the pen

Look at the scribble on the scratch pad

Look at the book … “Vanishing Town” by Michael Arthate

See the book’s frontispiece

Look at the 4 page letter from Jerry to Michael

Take the matchbook (with only a few matches)

Close the suitcase

From inventory, take the typewriter case and place it on the desk

Open the typewriter case

Take out the papers in the case … they appear on the desk

Take out the typewriter … it also goes onto the desk

Close the typewriter case

Place the typewriter case on the floor (beneath the table)

Look at the typewriter

Attempt to write something … Michael prefers to continue exploring

Read the page already typed

 

Saturday 10 am

         

Exit the guest room

          Walk along the 1st floor lower hallway

          Enter the room on your left … it is the master bedroom

          Look around the master bedroom

          Exit the master bedroom

          Enter the room opposite … it is the African gallery

          Look around the African gallery

          Exit the African gallery

          Walk to the other end of the lower hallway

          Enter the room with the stained glass panel … it is the 1st floor bathroom

          Look at the built-in cabinet below the sink

          Open the 3rd drawer down (the bottom long drawer, in the middle)

          Take the relatively clean rag

          Exit the bathroom

          Walk back along the length of the 1st floor lower hallway

          Go downstairs to the ground floor again

          Go to the reception hall

          Phone Jerry

          Keep phoning him until he repeats the phrase “If you don’t mind, I have work to do”

          Press the light switch in the main hall (or anywhere else)

          The light doesn’t go on … there is no electric power

          Press the light switch again to make sure … still no electricity

          Phone Jerry and inform him about the electricity and learn that he has ordered an electrician

 

Saturday 11 am

 

          Phone Barbara and talk to her

          Continue phoning her until Michael says “Ah … never mind”

          Go to the front door and open it

          Exit the mansion

          Walk down the length of the garden to the main gates … no electrician

          Look at the mailbox

          Open the mailbox

          Read the letter from the electrician (take it … although it doesn’t appear in inventory)

          Close the mailbox

 

Saturday 12 pm

 

          Look at the boot of the car … which “I hoped I would never need to open.”

          Open the car door and enter the car

          Look at the car’s starter

          Open the glove compartment

          Take the car key

          Close the glove compartment

          Get the car key from inventory, and put it into the car’s starter

          Start the car … Michael decides not to travel anywhere at present

          Return to the mansion and enter

          Phone Jerry and tell him that you missed the electrician

          {{{ The following depends upon what actions you performed (and didn’t perform) previously, and hence may be somewhat different … but this should not affect anything!

Phone Jerry again and obtain 2 blue (‘unusual’) captions at the bottom of the screen … the top blue caption reads “I wondered about the previous inhabitants…” and the bottom blue caption reads “I asked about that safe”

          Click on the top blue caption and Jerry mentions a murder committed there in May 1963, etc.

          Phone Jerry yet again … “I found a safe box in a room upstairs.” }}}

          Walk to the back of the mansion

          Look around the small hallway … notice the African jars

          Open the door to the kitchen

          Look around the kitchen … notice the key holder without any keys, and the table beneath it

          Look at the one kitchen wall where there are 2 doors very close together

          Open the right door.  You can’t … “The door to what I assumed was the basement was locked.”

          Open the left door … the maid’s (servant’s) room

          Look around the maid’s room

          Take the topmost paper (with markings on it) from those lying on the desk

          Open the right drawer

          Take the pencil

          Look at the photograph (near the left corner and half hidden)

          Close the right drawer

          Open the door with the 6 rectangular glass panels

          Look around that room … the maid’s bathroom which was once apparently used as a dark room

          Open the tap … “Apparently, the water wasn’t running.”

          Exit the bathroom/dark room

          Exit the maid’s room

          Exit the kitchen

          Open the curtains in the small hallway

          Look into the African jars

          Take the key from inside one of the jars

          Return to the kitchen

          Using the key from inventory, open the door to the basement

          Go down the stairs

          Look all around the basement

          Open the fuse box

          Check the 2 fuses and the 2 old fashioned double-pole switches … they seem OK

          Exit the basement

Exit the kitchen

          Return to the front reception hall

          Phone Jerry to tell him that the fuses seem all right … “Make sure you find some candles before it’s too dark.”

          Phone Jerry again to tell him that he hasn’t yet found any candles … “Well… keep looking!”

Saturday 2 pm

 

          In inventory, look at the paper … it “had several markings on it.”

In inventory, use the pencil on the sheet of paper with markings … “I managed to reveal what appeared to be a letter in Italian.”

Phone Barbara and ask her if she can translate an Italian letter … “Yes! Mail it!”

          In inventory, put the letter into the empty envelope

          In inventory, use the pen on the envelope to write the correct address

          Exit the front door

          Walk down the length of the garden towards the main gates

          Look at the mailbox

Open the mailbox

          From inventory, take the (Italian) letter and post it to Barbara

          Close the mailbox

 

Saturday 3 pm

 

          Return to the front door of the mansion

          Open the front door and enter

          Phone Jerry … he tells Michael to keep on looking for candles

          Walk to the back of the mansion

Enter the kitchen

          Notice the back door with a colored glass panels and to the right of it a cupboard with crockery on top

          Open the cupboard

          Open the bottom drawer

          Take the kitchen knife

          Close the bottom drawer

          Open the top drawer --- it’s empty … apparently it was once used to hold candles

          Close the top drawer

          Exit the kitchen

          Go to the dining room

          Look at the is a nice piece of furniture (with a candelabra on top of it and also a painting of a house and flowers)

          Open the drawer there … “Tablecloths, napkins… etc.”

Go up to the 2nd floor :- Go up the stairs … (if necessary) along the first floor lower hallway to the bathroom door … turn right … go up the stairs from the 1st floor to the 2nd [top] floor … You are in the upper hallway

Swing left

          Walk forwards and notice the wooden ladder-stairs (brown steps)

          Climb up the stairs and see the door to the attic

          Enter the attic

          Open the trunk to look for candles … none there

          Take the old fashioned lamp

Look through the pile of assorted photos, papers, etc., which were underneath the lamp on the left side of the trunk

Look through the pile of assorted photos, papers, etc., on the right side of the trunk

Look at the pile of newspapers

Read the caption at the bottom of the screen “I looked for any worthwhile news in May, 1963…”

Click on this blue (‘unusual’) caption at the bottom of the screen

Read the “Journal” of Tuesday, 25th May, 1963

 

Saturday 4 pm

 

Leave the newspapers

[[ Whilst you’re in the attic, open the music box

          Click on the object inside the box

Click on the key

Close the box ]]

Exit the attic

Return down to the 2nd floor, then down to the 1st floor, and finally down to the ground floor

          Go to the reception hall

          Phone Jerry … no candles anywhere in the house.  Jerry suggests buying some … “Calm down!  Drive to town before it gets dark.”

 

Saturday 6 pm

 

Exit the front door

Walk down the length of the garden towards the main gates

Enter the car

The key is in the starter (ignition) … turn it on

The engine turns over once only, and the red warning light comes on:  “The car would not start!  It was only then that I realized I had left the lights on…” … “The car battery was dead.’

Exit the car

Return to the front door of the mansion

          Open the front door and enter

Phone Jerry … He can’t do anything at present

 

Saturday 7 pm

 

          Look around the lower hallway just a little … “It was getting late.  Perhaps it was now a good time to go to sleep.”

          Go up the stairs from the ground floor to the 1st floor

          Walk to the end of the lower hallway

          Enter the guest room …          “I was getting very tired”

          Lie down on the bed and go to sleep

 

D A Y – 2 (Sunday)

 

Michael has a nightmare

          He hears banging noises

[[ During his nightmare, Michael is ONLY ‘allowed’ to move as follows :- ]]

          (In this nightmare) he can only walk to the door of the guest room

          Then open the guest room door and leave the room

Then he can only walk along the lower hallway and open the double doors into the African gallery

          In the place where the display cabinet stood there is now (in Michael’s nightmare) a boarded up door and a hammer on the floor

          All you can do is to look at the hammer … and ………

Pick up the hammer (it’s only a ‘dream-hammer’ and not real, and hence it doesn’t go into inventory)

The nightmare ends and Michael is back in the guest bedroom

 

Sunday 12 am

 

          Michael wakes up from his nightmare,  I was awakened from my strange dream by some odd noises reverberating around the room”

Move around the guest room just a little … ‘The scratching was starting to make me feel very nervous…’

          Walk towards the fireplace in the guest room … “The noises seemed to grow louder as I approached the fireplace.”

          Look at the fireplace

          From inventory use the stethoscope on the fireplace and move it around

          Yes!  Michael can now hear the noises coming from the fireplace …… “but I still couldn’t determine their source.”

          Leave the fireplace

          Go to the guest room door

          Exit the guest room

          [[ Since Michael is now awake, he can move around freely … although it’s midnight ]]

Go down the main staircase from the lst floor to the ground floor

Enter the living room

          Examine the fireplace there

          From inventory use the stethoscope on the fireplace

          Conclusion :-  About those noises … “I concluded they had to be coming from below”

 

Sunday 1 am

 

          Go to the kitchen

          Open the door to the basement … you can’t; it is very late at night and the basement would be pitch black since there is no electric power and you wouldn’t see a thing … “I couldn’t go down there without some light.”

          From inventory, use the old fashioned lamp on the basement door. Impossible! …  “The lamp didn’t have any oil in it.”

          Return upstairs from the ground floor to the 1st floor and walk to the end of the lower hallway

          Re-enter the guest room … “Just as they had begun out of nowhere, the scratching noises stopped”

          Lie down on the bed and go to sleep (properly!)

 

Sunday, October 13th

Sunday 9 am

 

          Wake up next morning … a fierce storm is raging; very heavy rain, thunder and lightning.  Michael abandons hope of getting the power fixed

          Return downstairs and go to the reception hall

          The phone is ringing

Talk to Jerry about the terrible weather making it impossible for him to drive

Michael informs Jerry that “I happened to hear some odd sounds last night.  Kind of… ‘scratching’ noises down in the basement.”

          Go up to the 1st floor

          Enter the main bedroom

          Swing to the right, go 1 step forward, and swing to the right again

          Look at the painting of the very tall woman in red …

          Click on the orb in her hand revealing a safe with a rotary dial combination lock

          Click on the dial … “I didn’t know the combination and safe-cracking certainly isn’t my expertise.”

          Return downstairs to the reception hall

          Phone Jerry … ask and receive the combination of the safe

Return to the 1st floor
Enter the main bedroom

          Again look at the painting of the tall woman in red

          Click on the orb and once again view the safe

          Click on the combination-dial

          The dial rotates automatically back and forth to the correct combination, (presumably:- 03  2  11) and the safe opens

          View the contractor’s tender for work to be done on Blackwood Manor

          See the key inside the open safe

          Take the blue key

          Go up the stairs from the 1st floor to the upper hallway in the 2nd (top) floor … as previously.

          Swing round to your left and go to the single door
          Open the door.  You can’t since … “The door seemed to be stuck…”

Swing to the right, go forwards twice, and swing to the left … you are facing another single door (close to and ‘behind’ the wooden stairs you visited previously)

Open the door.  You can’t … “The door was locked but I could see a key on the other side through the keyhole.”

Observe the bottom of the door … “There was quite a bit of light coming from below the door.” 

Look to the left of that door … there is a tin on the floor with a newspaper underneath it

          Take the newspaper

          From inventory, take the newspaper and slide it under the door

          In inventory take the boring tool (an awl) and poke the keyhole of the door

          Inside that room, the key falls onto the newspaper

Pull the newspaper back … but the key does not slide out from the gap under the door; it gets ‘caught’ … “ ……… the key had gotten stuck behind the door.  Whoever said that dumb technique worked?”

The keyhole is now ‘clear’

From inventory, use the blue key on the keyhole … the door opens and you are in the “room with paintings”

 

Sunday 10 am

 

Look at the stool in the room and on it a hammer

Take the hammer

There is a table in the room covered with painting materials and accessories … Look at the desk in close up

          Look at the blueprint on the left side of the table

          Click on it … “It was a schematic blue print of the ground floor of the house.”

          Using the magnifying glass, examine each of the rooms (and their descriptions) on the ground floor

          Click on the top left corner of the blueprint

          Look at all the rooms (and their descriptions) on the first floor

          To the left of the main bedroom is a ‘mysterious’ room … “That was odd, I didn’t remember seeing that room.”

          Take another look at it … “I had to find some way to get into that room…”

          Click again on the top left corner of the blueprint

          Look at the rooms (and their descriptions) on the second (top) floor

          Near the middle of the table is an empty drinking glass holding 3 pencils;  to the right of it is a key (not too easily visible!)

          Pick up the silver key

          Beneath the key was a round gray-white object … “It was the lid of a can ……”

          Pick up the lid

There is a large bizarre painting of a man with his mouth wide open, with one door to the left of it and another to the right … Open the door on the right

Enter the “room in construction”

          Climb the ladder twice

          Notice that “A large rope was hanging from a railing above”

          From inventory, take the knife and cut the rope

          Climb down the ladder

          Look for the remaining coil of rope on the floor [[ swing right round … move once forwards, facing the door … then swing back again facing the ladder … move back a little (if necessary) … the rope is now easily visible on the floor ]]

          Pick up the rope

          Climb the ladder 3 times to get to the very top … “Several dusty cans were resting on the shelf, one of them in particular was more dusty than the rest.”

          Examine the rectangular can … “A very dirty can.”

          From inventory, take the rag “a quick cleaning revealed that it was a can of oil.”

          Look at the can “There appeared to be oil in that can.”

          From inventory, take the boring tool (an awl) and use it on the can … “I managed to pierce a hole in the can…”

          From inventory, drag the old fashioned lamp onto the can of oil … it tips and “I poured some oil inside the lamp” ……”;  but it was limited by the very small amount of oil there!

          To the right of the can of oil look at a small oil can

          Take the oil can

          Climb down the ladder again

Exit the room … not via the door you entered through, but through the door onto the upper hallway (i.e. the door which was originally stuck on the other [ entrance ] side!)

          Turn right around and go to the very end of the upper hallway

          Climb up ONE flight only of the stone spiral staircase

Notice a window on the left

Open the window

Look out … and see the roof(s) of the mansion (and very heavy rain)

Climb up the second (final) flight of stairs to the tower

          Look around the tower and see another window

Open that window

Again look out … and see a nice verdant view of tree tops (and extremely heavy rain)

Look at the walls … “There was a large crack in one of the walls in the tower”

From inventory, use the hammer on the crack in the wall … “The wall had a wider crack now” (You can see light coming through from outside)

Look at the old rusty lamp above the crack

From inventory, tie the rope to the rusty lamp

Click the bottom of the rope … it goes through the enlarged crack … “The rope was hanging from the hole in the wall”

Return to the lower window and open it (if not already left open)

Look through the open window and see a small portion of the rope at the top right corner of the window (not too noticeable!)

Click on this piece of rope … and the rope now hangs vertically straight downwards near the middle of the open part of the window

Michael ponders the situation … obsessed with the ‘mystery room’, even though endangering his life … “I decided that climbing down through the window was the only way to get inside the mysterious room…”

 

Sunday 11 am

 

Climb down the rope (in 2 or 3 stages)

Enter the window into the mystery room

Explore the room … it was apparently a nursery

Look at the chest of drawers            

Open the top drawer

Examine the birth certificate … note ALL the details, dates, etc.

Close the drawer

 

Sunday 1 pm

 

Exit the nursery window        

Return up the rope and back to the tower (again in 2 or 3 stages)

Enter the window back into the tower

Go down the stone spiral staircase to the upper hallway

Climb up the wooden ladder-stairs again

Enter the attic

Look at the newspapers

Grab a newspaper

There is now an additional blue caption at the bottom of the screen

“I checked if there was anything of interest in August, 1961…

Read the newspaper … Michael has serious and sinister doubts about past events in the Blackwood Mansion

 

Sunday 2 pm

               

          Return down to the 2nd floor and then down to the 1st floor

          Walk along the lower hallway

          Enter the African Gallery

          Walk to the display case and examine it … “A pair of huge carved tusks were occupying a corner of the gallery.”

          There is a horizontal bar about a quarter way up the case.  Pull the bar … “It wouldn’t move…”

Look at the bottom of the display case … it “seemed to have some kind of panel”

Remove the panel … no luck;  It was firmly stuck in place.”

From inventory, use the knife to prize off the panel

Look just behind where the panel had been … it “had been concealing a couple of wheels.”

From inventory, use the oilcan to oil BOTH of the two wheels (one at each end)

Again pull the bar on the display case

The display case swivels away from the wall

 

Sunday 3 pm

 

Now that the display case has been moved, go to the wall behind it.  “The door was heavily barred…” … nailed up with wooden planks

“There was no way I could remove those boards with my bare hands.”

From inventory, use the hammer to remove the boards

Open the mysterious hidden door

Enter the room.  Impossible! … “The room was too dark to see anything.”

In inventory, use the matches to light the old fashioned lamp

From inventory, use the old fashioned lamp on the dark opening.  You can now see inside in the flickering lamp light.

 

Sunday 4 pm

 

In the middle of the storeroom inspect “An odd looking African mask ……”

There appear to be several bamboo poles covering the window of the store room.  Move them away … “Now that there was enough light, I extinguished the lamp to save the oil.”

Look at and read the 3 pages of notes

Look at and read the 3-page letter to Christopher from James

Exit the storeroom

Exit the African Gallery

Walk along the lower hallway

Enter the guest room

Look at the typewriter

Click on it to insert a sheet of paper

Click on it again to type out a page of Michael’s novel

Extract the typewritten page

Look at the page … read it if you like!

 

Sunday 5 pm

 

          Exit the guest room

Go downstairs to the main hall

Phone Jerry and tell him about your suspicions … “James Blackwood was into some very weird stuff… and possibly dangerous.”

 

Sunday 6 pm

 

Michael is feeling “unusually tired” from all “the events of this day” … “A good time to go to bed…”

          Return from the ground floor up to the 1st floor

Enter the guest room

Lie down on the bed and go to sleep

D A Y – 3 (Monday)

 

Monday 12 am

 

Michael wakes up at midnight … “Something didn’t feel right…”!

          Exit the guest room

Enter the African Gallery

Enter the storeroom … the Mask is no longer there

Exit the storeroom … see what happens

You are automatically transported back to the guest room!  … “Once again, I was awakened during a bizarre dream by those scratching noises…”

Go to the fireplace and look at it

From inventory, use the stethoscope on the fireplace … “I had to find out their source…”

Exit the guest room

Go down from the 1st floor to the ground floor

Enter the kitchen

Open the basement door

Enter the basement. …  Impossible!  “The room was too dark to see anything.”

In inventory, use the matches to light the old fashioned lamp

From inventory, use the old fashioned lamp on the dark opening to the basement … it lights up but the old fashioned lamp is flickering (maybe its oil is running out?)

Enter the basement

Open the furnace

Walk into the (unlit!) furnace itself

Move forward another 4 times … see what happens

Exit the furnace

Proceed (OUT of the furnace) 3 times … complete darkness!  Then continue twice more.

 

Monday 1 am

 

Go forward one last time to finally exit the furnace

Exit the basement … “Finally, the last drop of oil inside the lamp had been consumed.”

Exit the kitchen

Go up from the ground floor to the 1st floor

Enter the guest room

Lie down on the bed and go to sleep (properly!)

 

Monday, October 14th

 

Monday 9 am

 

Wake up!  It is now the 3rd day.  The storm is over … there is no rain, thunder or lightning, and it is light outside

Exit the guest room … “It was incredibly cold inside the house now.”

Go down from the 1st floor to the ground floor … “I seriously considered warming up the place”

Exit the front door … No go!  “…… it would be better to do something about the cold atmosphere before leaving the house.” 

Enter the living room

Examine the fireplace … “I decided it was a good time to make use of that wood”

From inventory, use the matches to light the fire … “The wood was now burning nicely in the fireplace”

 

Monday 10 am

 

Exit the front door (again) … Not yet!  “I decided to tell Jerry about my experience during the previous night before leaving the house”

Phone Jerry and tell him as much as you know about the bizarre situation

Exit the front door … finally

* * * * * * * * * * * * * * * * * * * * * * * * * * * * *

General instructions for traveling to the garage, greenhouse, and chapel.

(Instructions for traveling to the crypt, since somewhat different, are described later!).

[[ The easiest and least confusing way to outline the above is to start the description from just inside the mansion … even though it is not actually necessary to enter the mansion in order to travel to these locations. ]]

          *** From just inside the mansion exit the front door

          *** Click on the fountain

To the garage :-

          Go forward and left

          Turn left

Go forward twice to the garage

To the greenhouse :-

          Swing a little to the right and notice a path

            Click twice on the path

Swing  to the right

            There is a fork*** in the paths here (the origin of the fork is actually just below the bottom of the screen and hence can’t be seen properly!)

Click the left branch of the fork

            Move forward 3 times to arrive at the greenhouse

To the chapel :-

From the abovementioned fork***

Click the right branch of the fork

Move forward 3 times to arrive at the chapel

   * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Go to the garage (see the directions/instructions above)

Inspect the door handles … “A hefty lock was preventing my entry to the garage.”

Open the padlock … “There was no way I could open it with my bare hands…”

          From inventory, take the silver key and open the padlock

          Open the garage door and enter

          Look around the garage (( you may want to operate the pedals of the old bicycle and watch its wheel-dynamo light up the bike’s headlamp?! ))

          Move over to the corner … there is a corner work table there

          Take the sturdy crowbar (on the floor, leaning against the right end of the work table)

          Look closely at the tool box on the work table

          Take a screwdriver

          Take the pair of pliers

          Leave the tool box

          Exit the garage

          Go to the greenhouse (see the directions/instructions above)

Enter the greenhouse.  You can’t! …  “The door to the greenhouse was stuck ……   probably due to rust

          From inventory , take the oil can … “I poured some oil onto the hinges of the door …… ”

          Open the greenhouse door and enter

Walk forward … “An imposing but dead tree adorned the center of the greenhouse”

          Walk to the right and skirt the pedestal with the large tree

          Swing to the left

          Climb the stairs to