5 Days a Stranger
5DAYS aStrangerWALKTHROUGH
December 9th 2003
Len Green
PREFACE
This Freeware game was developedby Ben
(“Yahtzee”) Croshaw and is downloadable at http://www.agsforums.com/games.php?action=detail&id=269 ( Also probably at http://netmonkey.cellosoft.com/5days/
)
The game is of the ‘classic’ 2-D, 3 rd person (cartoon style), point
& click, genre. It is partially linear … but not completely so.
The interface is extremely simple and slick … the graphics are
very good (for AGS made games). There are 20 save game slots and the
whole load/save mechanisms are very fast.
Although
its download is only about 1¼ MB in size, this Indie-Freeware game is a
reasonably long one.
All
steps necessary to finish the game successfully are included in
the walkthru. You do not however need to stick to the order
outlined below. Of course some actions must be performed
before you can expedite certain others … but apart from that, there is quite a
degree of flexibility.
It’s
worth while saving frequently!
[(
North = N’
…..….. East = E’ …….… South = S’ ………. West = W’ )]
DAYONE
[001]The game
starts with our ‘hero’ (“Trilby” … gentleman thief) breaking into the
apparently deserted DeFoe Manor.He has
used his grolly to gain entry.The
grolly is a grappling hook launcher disguised as an umbrella (umbrella in
colloquial English = ‘brolly’), and is in your inventory.
[002]Look around
the room.Do what you can.But there doesn’t seem to be anything you can
do there.
[003]Open the
door.You can’t!
[004]Open the
window where you entered.You can’t,
it’s stuck!
[005]Again, open
the door.This time (for some reason)
it opens.
[006]Exit to the
hallway.Observe what happens when you
do that! (somebody runs away).
[007]You can
explore all the rooms which are open, and the garden area outside … as much as
you wish.You can take any inventory
items which are available.They
probably will not be necessary for ‘Day-One’ but will save you time taking them
later on.
[008]Try to open
the 4 doors in the hallway.They are
all locked except the bathroom.You can
look around the bathroom if you wish … but it won’t help you at this stage.
[009]Walk
downstairs.
[010]Pick up the
newspaper which is underneath the telephone (not essential yet!).
[011]Read the
newspaper … it gives some background info about the DeFoe Mansion.
[012]From the
bottom of the stairs walk E’.
[013]Open the
door and enter the living room.Continue by opening the door and walk E’ into the TV room.
[014]Turn on the
TV and get some more background info.
[015]Take the
VCR extension cord (not essential yet!).
[016]Open the
other door and walk E’ into the trophy room.
[017]Meet and
talk to Philip Harty.He will outline
some of the strange goings on in the mansion.He will also detail the others apparently trapped there … Simone Taylor,
the youngster Jim, and (the previously seen) flighty “AJ”.
[018]Return and
go upstairs again.Walk E’ and you will
see the TV personality Simone.
[019]She is
trying to open the furthest locked door(excluding the bathroom).Talk
to her.
[020]Go
downstairs.From the bottom of the
stairs walk W’.Open the door and enter
the dining room.(Notice the
portrait).Continue by opening the door
and walk W’ into the kitchen.Look
around the kitchen.Nothing to do in
these places.
[021]Continue
again by opening the door and walk NW’ outside into the garden.Look at and pick up the twig from the ground
(not essential yet!).
[022]Push the
tree.A voice is heard from somewhere.
[023]Talk to the
tree.Jim jumps down from an upper
branch and talks to Trilby.
[024]Walking E’
all the time, return to the living room.Join 3 of the prisoners there (Phil, Simone and Jim … AJ is absent) and
discuss the situation.
[025]Talk to all
3 and exhaust dialogs with each of them.
[026]Phil gives
Trilby a cut out article containing some history of the Defoe’s.
[027]Read the
article (whenever).
[028]They all
retire for the night.Trilby has a
nightmare, and wakes up to ………..
DAYTWO
[029]Return to
the dining room.The portrait seems a
little bit different … but the significance of this is questionable!
[030]Exhaust all
dialogs with young Jim.
[031]Continue
into the garden and walk E’.
[032]Investigate
the swimming pool.Seems there’s
something down there … but the pool needs draining to find out what!
[033]Continue E’
and look at the pipe.Maybe that’s a
drainage pipe?
[034]Walk E’
again.
[035]Talk to
Phil and exhaust all dialogs with him.You ask him to let you borrow his metal detector.He will only agree if/when you can give him
a map of some tomb.
[036]Return to
the house, and go upstairs again.
[037]Look at the
door closest to the top of the stairs.Its lock has been forcibly broken.
[038]Enter …
it’s a library and Simone’s there.
[039]Talk to
Simone and exhaust all topics.
[040]Notice the
books at the extreme left 2nd row down.The 6th and 7th from the left are yellow in color.Take one.
[041]Look at
it.It’s a map of the manor and
grounds.Note the comments.
[042]Below these
and a little to the right, on the bottom row, are several light blue
books.Take one (not essential yet!).
[043]Read the
tragic history of the original DeFoe’s.
[044]Return to
Phil … at the same place in the garden.
[045]Give Phil
the map and he gives you his metal detector.
[046]Walk W’,
towards the swimming pool.
[047]Use the
metal detector on the pipeline.It
leads you to a specific pile of dirt on the lawn near to the rear wall.
[048]Poke the
pile of dirt and it reveals a metal panel with a single unmarked red button.
[049]Press the
panel. It doesn’t seem to do
anything.But ……………….
[050]Walk
W’.The pool has been emptied.
[051]There are
stairs leading down the empty pool.Go
down … but only if you have fairly good nerves and are not too sensitive!There are some rather gory cut scenes,
leading to ………………
DAYTHREE
[052]Return to
the dining room.The picture seems a
little bit different again … but the significance of this is again
questionable!
[053]Talk to
Phil who is sitting there.
[054]Continue W’
and into the garden. Jim is there
looking at a red car which has mysteriously appeared there.It’s Trilby’s car which he left at the front
of the mansion!
[055]Open your
car and take the lockpicks from inside it.
[056]Use the
lockpicks on the toolshed and enter.
[057]Take the
pickaxe.
[058]Take the
two-man wood saw.
[059]You can try
using the saw to cut down the tree … but that’s not a one-man job (not
essential!).
[060]Return to
the house and go upstairs.
[061]Use the
lockpick on the locked door to the right of the library.It still won’t open.“Probably a dead bolt on the other side”.
[062]Use the
lockpick on the locked door to the right of the previous one.
[063]This door
opens … so enter.
[064]Open the
wardrobe.
[065]Take the
green book from inside the wardrobe.
[066]Read the
book.It is the unhappy diary of Sir
Roderick DeFoe with entries dated around the early 19th century.
[067]It would
seem to be Sir Roderick’s room.Notice
the weird scratch marks under the window (not essential!).
[068]Open the
window.
[069]Climb out
onto the external window ledge.
[070]Perhaps you
can reach the window to the E’ and gain entry to the locked room?
[071]Maybe the
tree or its branches are in the way?
[072]Leave the
room and enter the library.Jim is
there.
[073]Talk to
Jim.He offers to help and Trilby
agrees.
[074]Wherever
Trilby goes now, Jim follows him.
[075]Exit the
library, go downstairs, and out to the tree in the garden … Jim following all
the time.
[076]Use the saw
( see [058] and [059] ) on the tree.You succeed in cutting it down now since it’s a two-man job and you’ve
got Jim to work the other end.
[077]Return to
the house, up the stairs and back into Sir Roderick’s room.
[078]Tell Jim to
wait for you in the library and climb out of the window again.
[079]Now there
are no branches or tree to hinder you, but how can you make it to the other
window?
[080]Look at the
roof.No apparent help there.
[081]Notice a
loose tile in the roof.
[082]Use your
grolly (grappling hook launcher) on the loose tile and swing yourself over to
the other window.
[083]Enter the
room and look around.
[084]Take the
Victorian-era teddy bear from the bed.
[085]Open the
nightstand.
[086]Take the
red book … young Matthew DeFoe’s secret diary.
[087]Read the
sad diary.
[088]You now
leave Matthew DeFoe’s bedroom by opening its door (You don’t/can’t use the
window any longer).
[089]Go into the
library.
[090]See
[042].If you haven’t done so earlier,
take a book on the ‘History of the DeFoe Family’.
[091]Make sure
that you have read the green, red and blue books, and also the cutting Phil
gave you, and the newspaper.
[092]If you
haven’t obtained and read ALL of the above, then do so now.
[093]Trilby will
say “Maybe if I could find Matthew’s body”.“Maybe there’s a book in the library that could help”.
[094]Enter the
library.Look at the row of black
colored books at the extreme right and second row down.“Books on the occult (White Magic)”.
[095]Take one of
these black books (in inventory it’s white!).
[096]Read the
instructions in it, i.e. how to find Matthew’s body by making and using a
‘Matthew DeFoe-detector’!
[097]You need a
teddy bear ( see [084] ), a wooden twig ( see [021] ), and some extension cord
( see [015] ).If you haven’t got every
one of these, get them now!
[098]In
inventory, use the extension cord with the teddy bear.
[099]In
inventory, use the above combination with the wooden twig/stick.
[100]Go to the
kitchen.
[101]Look low
down and to the left of the cooker and see a large bag of salt.
[102]Dip
your‘teddy tied to a stick with cord’
into the salt.
[103]In
inventory, look at your “salty bear + stick” … it doesn’t seem to be doing
anything!
[104]Go to
Matthew DeFoe’s bedroom.
[105]Wave the
‘salty bear + stick’ over Matthew’s bed.You have now completed your‘Matthew DeFoe-detector’.
[106]Look at
your ‘Matthew DeFoe-detector’ in inventory.It instructs you to walk downwards.
[107]Repeat
[106] until it leads you to some destination.
[108]It seems to
have led you to the kitchen.
[109]Perhaps the
wall?But you can’t do anything with
your bare hands!
[110]Use your
pickaxe ( see [057] ) on the wall.
[111]It opens up
a large hole.
[112]Apparently
there’s a bricked up stairwell behind the wall.Enter the hole and into a cellar.
[113]Look at the
manacles/chains (not essential!).
[114]It seems
that Matthew’s body is somewhere in that cellar.Use your ‘Matthew DeFoe-detector’.
[115]This may be
a bit inaccurate but it will lead you to a point in the floor where the
indicator is pointing straight downwards.(If you can’t find it, walk to the following position :- There are 3
straight horizontal parallel lines on the floor stretching from the E’
wall.Go to the W’ end of the most S’
of these 3 lines.That’s the place.)
[116]If you now
look at the floor at or near that point, it will now highlight an ‘area’ where
Matthew’s body lies.
[117]Get Trilby
to ‘operate’ on that area.
[118]He uncovers
not only the body of young Matthew, but also the body of an older man;
presumably Sir Roderick.
[119]He hears a
loud crash which sounds as though it came from the other side of the house.
[120]Go back to
the kitchen and then E’ all the time until you reach the trophy room. [121]Look at the smashed bell jar and the
undamaged hideously ugly wooden idol on the floor there.
[122]Touch the
idol.This sparks off another dramatic
scene bringing about ………….
DAYFOUR
[123]Trilby has
been knocked out.He comes to in the
toolshed with almost all of his inventory removed.
[124]Try to get
out of the toolshed.You can’t!
[125]Talk to
Simone who is the other side of the window guarding Trilby.
[126]Keep
talking to her on and on and on, until she very reluctantly unwittingly helps
you.
[127]The key
phrases to use are :-
(a)“What makes you think I killed Philip,
anyway?”
(b)
“I was possessed by the ghost!”
(c)
“It possessed me just like it did when
I killed AJ.”
(d)
“I’m delirious with guilt most of the
time.”
[128]“Simone …
let me have my tie back.”She slides
Trilby’s tie under the door.
[129]Pick up the
tie, put it on and take your hidden lockpick.
[130]Use your
lockpick on the door.
[131]Open the
door.
[132]Exit the
toolshed.Nobody is outside.
[133]Look
everywhere for the remaining pair; Simone and Jim.(The portrait in the dining room is completely altered now!).
[134]If you
can’t find them, wait outside the bathroom ANDSAVE !
[135]Enter the
bathroom.Simone joins Trilby and
agrees that he’s not the murderer.They
talk … and ……………
[136]Enter … a
large figure in an apron and welding mask and brandishing a machete.If you don’t do something quickly
you’re dead and have to restore a previous Save!
[137]Wait just a
few seconds until the creature (Jim dressed up apparently) is on the red
bathroom floor rug (mat) and pull it … and you’re in ………………
DAYFIVE
[138]Talk to
Simone until you have worked out what all this seems to be about.Pretty far fetched?… it depends on whether you believe in
ghosts &/or the supernatural. ( It doesn’t matter which dialogs you choose,
the same full narrative will be revealed!).
[139]Simone
walks off.Apparently Trilby needs to
find the ghost and then exorcise it!
[140]Enter
Matthew’s room and see Jim sitting on the bed.
[141]Exhaust all
conversation with Jim.You take from
him a blacksmith’s leather apron, a blood soaked machete, and an old fashioned
welding mask spotted with blood.
[142]Enter the
library.Look again at the row of black
colored books at the extreme right and second row down.“Books on the occult (Arts of Black Magic
and Necromancy)”.
[143]Take one of
these black books.
[144]Read the
instructions in it, i.e. “Summoning angry spirits to their bodies” etc.
[145]Walk down
to the living room and enter.Simone is
sitting there.
[146]Look at the
pair of scissors which have appeared on the dresser.
[147]Grab the
scissors.
[148]Talk to
Simone and exhaust all dialogs.
[149]In
inventory use the scissors on the apron to obtain a thin strip of leather.
[150]Trilby
needs to find the ghost by making and using a ‘Ghost-detector’!
[151]In
inventory, use the thin strip of leather with the welding mask.
[152]In
inventory, use the above combination with the machete.
[153]Go to the
kitchen.
[154]Dip your
‘mask tied to a machete with leather’ into the salt.
[155]In
inventory, look at your “salty mask + machete” … it doesn’t seem to be doing
anything!
[156]Go to the
cellar.
[157]Wave the
“salty mask + machete” over the manacles/chains.You have now completed your‘Ghost-detector’.
[158]Look at
your ‘Ghost-detector’ in inventory.It
instructs you to walk upwards.
[159]Repeat
[158] until it leads you to some destination.
[160]It seems to
have led you to the bathroom.
[161]Apparently
the spot is on the floor half way between the edge of the red rug/mat and the
door?
[162]If you now
look at the floor at or near that point, it will now highlight ‘tiles’.
[163]Try to find
the ghost there.But you can’t do
anything with your bare hands!
[164]In
inventory, use your scissors to cut the leather holding the mask and the
machete together.
[165]Use the
machete to pry up the tiles.
[166]Pick up the
heavily decayed remains of Sir Roderick’s deformed and unwanted second twin
son.
[167]Go down to
the dining room and look at the portrait.It’s a totally blank canvas now! (not essential!).
[168]Go to the
trophy room.
[169]Place the
remains ofthe twin son on the floor in
front of the fire (according to the occult book’s instructions).
[170]From
inventory, place either the apron or the mask or the machete onto the
remains.ALL THREE will attach
themselves and ‘dress’ the ghost!
[171]Go to the
living room.
[172]Talk to
Simone and tell her to meet you in the trophy room.She goes there.
[173]Go upstairs
to Matthew’s room.
[174]Talk to Jim
and tell him to meet you in the trophy room.He goes there.
[175]Go back
downstairs to the trophy room.All 3
remaining characters are now there.
[176]Give the
teddy bear to Jim.
[177] Pick up the
rifle from above the fireplace.
[178]Give the
rifle to Simone.
[179]Give the
black occult book to Trilby.
[180]Trilby will
read the incantation.
[181]A
reasonably long and satisfying ending ensues.T H EE N D !!
