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In keeping with the subject matter, there is
opportunity to ‘die’ in the game. Save your
game often! There are certain sequences in the
game where you cannot save until you have completed
the entire action. Always save before entering an
unknown area.
Examine everything. You never know when you may
stumble upon a vital clue.
Listen carefully to the characters you meet. Some have valuable information to impart to you.
Beginning:
As William Stanton, you first appear in the study
in his house. You immediately hear someone knocking
at the front door.
Turn to the left and exit the room to the front hall.
Turn right and walk towards the door. Open the door.
Edgar Wycherley bursts into the house. In a very agitated
state, he says that all of mankind is in danger. He gives
you a prism (it automatically goes into your inventory).
He cautions you not to give it to anyone, even himself,
if he asks for its return. He states that he has been
sentenced to death" what he has discovered goes beyond
madness"
Turn and go back to the study. (If you hesitate here, you
will receive another caller right away. See following.)
Examine the room. You will find a key next to the telephone.
Take it. Exit the view and walk towards the writing desk.
Examine the desk to gain a close-up view. You can open the
left drawer but it is empty. Take the key from inventory
found beside the telephone, and use it to open the locked
middle drawer. Take the keys and the money. Close the
drawer. Turn and exit the room to the hall. Open the
front door to Doctor Egleton.
Doctor Robert Egleton introduces himself as a family
friend of the Wycherleys. He says he has come on behalf
of Edgar’s father. They believe that Edgar is suffering
from insane delirium, and are considering committing him
to an asylum. They are also concerned about Edgar’s
strange association with Dr. Owens.
The doctor gives you his card (which automatically
goes into inventory) and asks you to contact him when
you see Edgar again.
After he has gone, leave the house.
Walk forward, and then turn left. Examine the motorcycle.
Use the keys to start the motor. Click on the arrow to the
right to go to the village.
Pawtuxet Village (1st visit) - Turn left and walk past the church (six paces forward).
Turn to the right and walk between the buildings.
Walk forward, turn left, go forward twice and turn left.
Speak to Ma Brady twice. She offers to help you for a few
coins. Give her some money from your inventory. She suggests
you go to the grocery store (Crumb & Son General Store) and
speak to Mr. Crumb.
Turn to your far left and go forward. Turn slightly right,
go
forward, turn right and go forward out of the alley and back
on
the street. Go across the street and turn left towards the
church.
Walk forward four times to the front of the store (a dirty
white
building). Go inside the store.
Crumb & Son General Store (1st visit) - Walk forward to speak to Mr. Crumb. Keep speaking to him
until he
offers to sell you a map. Examine the area to the left of
the shopkeeper
and to the right of the cash register. You will receive a
hand icon.
Take the map, which will become your cursor. Exit the view.
Open
inventory and select the money. It will add another layer to
your
cursor. Click on Mr. Crumb to complete the sale.
The map will now be accessible to you via the map icon on
the lower
left of your inventory. By accessing the map, you can travel
easily
and faster to other locations. Mr. Crumb states that he has
marked
Edgar’s house on your map.
Take the matches on the counter to the right of Mr. Crumb.
Complete
the same exercise to purchase the matches by taking the
money out of
inventory and passing it to Mr. Crumb. The matches go into
inventory.
Open inventory. Access the map by clicking on the icon. It
spreads
across your computer screen. There are four areas currently
available
to you. The circle indicates your current location, the
village.
Click on the house above the village at the top of the map. |
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