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Just Adventure original

Famous Five 3: Kidnapped! Walkthrough

by Alexander Tait about 9 minutes to read

The unaltered guide: no contents list, no checkboxes, no page breaks. This is what the archive holds. Back to the reading view

Famous Five 3: Kidnapped!
(Ravensburger,
2000)

The third in this German-produced
series is a very faithful reproduction of the original Famous Five stories on
PC. Anyone that has read the Enid Blyton books or viewed the British series on
television will recognize the mannerisms, dialog, and character foibles that are
Julian, Dick, Ann, George, and Timmy the dog. This is not a particularly difficult
adventure so it allows older children to play with infrequent adult assistance.
I did get stuck a couple of times when I couldn’t find hotspots, but otherwise
it was straightforward. If you get stuck, talking to the other four usually will
reveal clues. The game has beautiful photorealistic backgrounds with semicartoon
characters superimposed on the backgrounds. The game is completely interaction-
and inventory-driven. One warning–there are times when it is possible to do the
"wrong" thing: you will find that only one character is on the screen,
yet all are talking as though they are there. This tends to happen when you haven’t
exhausted dialog options in one screen, but it doesn’t interfere with gameplay
at all. Overall, though, the game doesn’t hold enough intrigue to thrill an adult
audience. The behavior and dialog of the characters don’t gel with the modern
setting and would have played more realistically had they set it during World
War 2 or even earlier.

Boys’ Room

The Famous Five are on Kirrin
Island and going camping for a few days. They need to find their camping equipment.
Click on the backpack on the bed. George tells you not to forget Timmy’s whistle.
Click on the tent to find the pegs. Get the dog whistle from the bedside table.
Attempt to exit the room. Julian tells you to get the sleeping bags (which aren’t
in the room). Exit the room to the Upstairs Hall.

Upstairs Hall

Carry
on along to the other room–the Lounge.

Lounge

Get the sleeping
bag out of the wardrobe. Exit the room and return to the Boys’ Room.

Boys’
Room

Collect the backpack. It’s too heavy for Julian! Take the tent
to make the backpack lighter. Exit to the Downstairs Hall.

Downstairs
Hall

Open the trunk. Take the batteries and matches. Exit the house
to Outside Kirrin Cottage.

Outside Kirrin Cottage

Everyone’s
outside including Aunt Fanny. Go into the Shed.

Shed

Take the
brush, hammer, and shovel. Return to the others.

Outside Kirrin Cottage

No
paper to light the fire. Talk to Quentin. He tells you the papers are around the
back in a cardboard box. Go around to the Back of Kirrin Cottage.

Back
of Kirrin Cottage

Take a newspaper from the box. Return to the others.

Outside
Kirrin Cottage

Fanny tells you that she will leave a key in the Shed
in case of emergency. Exit to the left of the screen to the Old Inn.

Old
Inn

The control has changed so that now you control George. Pick up
the stones. Use the tent pegs with the hammer. This completes the tent raising.
Suddenly an "eerie" man appears and informs you that it’s private property.
He requires that you have a permit. The girls and Timmy head off to see the farmer’s
wife.

Pasture

Talk to the farmhand, Gregory. Continue straight
ahead to the Farmhouse.

Farmhouse

Get the hose in the shed.
(Ever heard of asking, guys?) Press the doorbell–no answer. Take the cork from
the bottle on the ground. Collect the rocks. Eddy arrives and tells you the farmer’s
wife can’t hear you because of her radio. Go off to the Lighthouse.

Lighthouse

Talk
to Mr. Loomer. He tells you he has a radio. Go in the house. Take the radio from
the mantel. Return to the Farmhouse.

Farmhouse

Combine the
batteries with the radio. Use the radio on George. Click on the radio four times
to get it to the right station. Wait until the music gets soft. Push the bell.
Talk to Mrs. Miller, the farmer’s wife. Get the picnic basket and ask Mrs. Miller
for a permit. Eddy reveals he is a "detective" and had a key the whole
time! From his detective kit, take the magnifying glass, ink, and fingerprint
powder. Leave. You are taken to the others at the Old Inn for events that occurred
while the girls and Timmy were at the Farmhouse.

Old Inn

Julian
and Dick (mainly Dick!) are starting a fire. Use the shovel to dig a hole. Put
some rocks around the outside. Put the paper down. Pick up the twigs near Julian.
Use them next. Get some wood from the woodpile and put that on. Use the matches
to light the fire. The others return. The woodpile catches alight. The boys decide
to search for some water. Return to the Back of Kirrin Cottage.

Back
of Kirrin Cottage

Get the broken bucket. Use the cork on the bucket
to fix the hole. Go to the Farmhouse.

Farmhouse

Fill up the
bucket at the tap. Return to the Old Inn.

Old Inn

Douse the
fire with the bucket of water. Timmy starts barking. The man, James, returns and
asks to see the permit. Give it to him. He is Eddy’s bodyguard. Eddy has gone
missing. The Famous Five decide to try to find him. James tells them that Mrs.
Miller could give them a piece of Eddy’s clothing to help Timmy track him. Return
to the Farmhouse.

Farmhouse

Ring the doorbell. Mrs. Miller
gets one of Eddy’s jumpers. Use the jumper on Timmy. Timmy runs off. Follow Timmy
to the Pasture.

Pasture

Timmy crosses the ditch, but the others
can’t. Anne and Dick remain while Julian and George go to the Beach.

Beach

Enter
the fisherman’s hut. He tells you to go "back" to look for the materials
to build a bridge. Return to the Back of Kirrin Cottage.

Back of Kirrin
Cottage

Pick up the boards near the house. Return to the Pasture.

Pasture

Put
the boards across the ditch. It’s not stable enough–it needs some larger boards.
Return to the Back of Kirrin Cottage.

Back of Kirrin Cottage

Pick
up the roof battens behind the washing line. Return to the Pasture.

Pasture

Use
the battens on the bridge. Use the hose on the bridge to hold it together. They
cross over. Timmy has found Eddy hiding in the tree. Eddy tells you he will bring
you breakfast tomorrow. He leaves. Return to the Old Inn.

Old Inn

The
fire has gone out, and you don’t have any more matches. Put the paper down. Add
the twigs. Use the magnifying glass to light the fire. Add some logs. When you
move the last of the logs, you find a secret door that was hidden under the woodpile.
Make a torch. Enter the secret door to the Smuggler’s Cave.

Smuggler’s
Cave

Timmy starts barking. Return up to the Old Inn.

Old Inn

Timmy
growls and runs off. There’s a light in the inn! There are imprints in the ground
under the door. Timmy returns. Go to sleep. The next day a policeman arrives.
Eddy has been kidnaped. Ask the policeman to show the ransom note. Read it. Examine
the stain–red wine. Go to the Lighthouse.

Lighthouse

I had
a bug here. Even though in the dialogs you can hear all of the children when Mr.
Loomer talks with them, only one appears! Attempt to enter the house–you are
met by Julian and Ann coming out of the house. Go to the Farmhouse.

Farmhouse

Speak
with Mrs. Miller. Her son has disappeared as well. You agree to tidy her barn.
Examine the papers–the ransom note came from them. Examine the glue. Julian wonders
about fingerprints. Use the fingerprint powder on the glue. Combine the glue and
the brush. A fingerprint is revealed–Eddy isn’t faking his disappearance this
time. George and Julian decide to find an envelope to pretend to give the ransom.
They return to the Lighthouse.

Lighthouse

Ask Mr. Loomer for
an envelope. He doesn’t have one. Return to the Shed.

Shed

Get
the key. Use it to enter the Downstairs Hall in Kirrin Cottage.

Downstairs
Hall

Go into Quentin’s Workroom.

Quentin’s Workroom

Get
the envelope on the desk. Exit and go into the Kitchen.

Kitchen

Get
the scissors on the table. Use the scissors with the ransom paper. Put the paper
of banknote size in the envelope. Combine the ink with the envelope. Go to the
Pasture.

Pasture

Put the envelope in the trough. Talk to Julian.
Hide behind the tree stumps. Gregory arrives but sees you. Return to the Farmhouse.

Farmhouse

Talk
to the others. When the conversations are finished, return to the Pasture.

Pasture

Examine
the trough. The envelope is gone. Examine the bridge–there’s an ink splash. The
kidnaper must have ink on his hands. James arrives. The Famous Five split up.
Go to the Beach.

Beach

The Famous Five meet up again. Timmy
starts barking. Timmy buried something at the Beach. Find the scratch marks on
Alf’s house. Talk to Alf. He found a piece of cloth (put there by Timmy). Take
the rag from Alf. Give it to Timmy and follow him up to the Old Inn.

Old
Inn

Timmy leads you to the imprints. You recognize them as ladder imprints–obviously
used to get up to the door. You need a rope. Return to the Back of Kirrin Cottage.

Back
of Kirrin Cottage

Examine the overalls hanging on the line. Get the
key from them. Use the key on the back door. Enter the Annex.

Annex

Open
the handyman set. Take the winch, pulley, and rope. Take the pliers from near
the wallpaper and the rag on the table. Return to the Old Inn.

Old Inn

Throw
the rope over the beam. Dick climbs up but the door is locked. Use the pliers
on the door–no good. Combine the rag and the pliers. Use this on the door. Julian
and Dick go in the One Eyed Pirate.

One Eyed Pirate

Eddy is
here, tied up. Gregory and another man, Frank, turn up. They tie up Julian and
Dick. Use the broken pieces of glass on Dick. Dick frees Eddy. One man is guarding
the stairs. Pull the chain on the wall. A secret passage opens, but the door won’t
stay up. Grab the stool to get up to pull the lever. It’s rusted. Use the paintbrush
with the butter and then use the brush on the lever. Now it moves down. Click
on the chain. The door stays up. Inspect the passage. You find some tablecloths
and a bar of soap. Click the tablecloths on Dick. The girls are captured. Time
to set a trap. Attach the rope to the chain. Combine the rope and the pulley.
Gregory is trapped. All the children exit to the Old Inn.

Old Inn

Use
the whistle on George. She blows it, and Timmy distracts Frank. Use the tablecloths
on the beam. Go down the makeshift rope. Enter the secret door to the Smuggler’s
Cave.

Smuggler’s Cave

Julian and Dick run to get help. Eddy
has an idea–he suggests soaping the rocks to make them slippery. Go outside.
Ann gets the water. Eddy gets a net from the fishing boat. Use the water on the
rocks. Then use the soap on the rocks. Ann twists her ankle. Use the net on the
front rock. Use the sand pegs on the net to secure it. The men are approaching.
Eddy has another plan–to use glue on a rock to catch the men!? Use the glue on
the rock. The men arrive and slip over (one breaks his leg). Gregory cuts the
net but gets caught in the glue. Julian and Dick arrive with the police. The policeman
congratulates them, and you invite Eddy to join you for the rest of the holidays.

Now
sit back and listen to the theme song, which will drive you mad for the next five
days …