“ S C R A T
C H E S ”
Walkthrough
Len Green
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.
{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.
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)
Enter the dining room
Look around the dining room
Exit the dining room and into the small hallway
Go 1
step forward and then swing to the right
Walk the length of the 1st floor lower
hallway
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 … “
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!”
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
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
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.”
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
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
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!)
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
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 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
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.”
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)
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…”
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
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
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
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
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?)
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 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
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!)
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