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Murder at the Manor (murder_at_the_manor_gemtime_hints.txt)

MURDER AT THE MANOR
Gemtime, 1983
===================

Hints by Exemptus - April 2020


TOWN:
----

Q: Why are all doors closed?
A: There is a good reason for that. It is best to close them behind you.

Q: Some objects seem to be in different places than last game.
A: Food parcels, clues and the bullet may be in different places, other objects
   are in fixed locations.
   
Q: How do I fight the rat?
A: just FIGHT RAT WITH <object>. As for the best object to use, it is not
   difficult to figure out; it is in town.
   
Q: What do I need to have with me when leaving the town?
A: Just the hut key. The knife is useful to pick fights, and the whistle is
   useful to avoid one.
   
Q: Do I need to interact with the policeman?
A: Not until later.

Q: A fence stops me.
A: Most fences can be climbed.

Q: I climbed a fence and ended in a sand pit, and now I cannot get out.
A: You should not have climbed THAT fence. Sorry.


HILLS:
-----

Q: A sheep has just attacked me without provocation! And it follows me! How do I
   keep it out of my hair?
A: How would you call a sheepdog?

Q: I keep getting lost. Is there anything useful in this area?
A: Certainly there is.


OPEN COUNTRY / GRAVEYARD:
------------------------

Q: Do I need to interact with the doctor or gravedigger?
A: Best to leave them alone.

Q: What about the ghost?
A: Just don't get in its way.

Q: It's night now. Does anything special happen now?
A: It is in general more dangerous to move around, especially in the graveyard.
   Also, certain actions will be more difficult, and one will be impossible. It
   is best to wait until daylight to continue exploring.
   
Q: Do I need to enter the grave?
A: Maybe not, but it is advised.

Q: Do I need to enter the sand pit?
A: Yes, but you need something to climb out of it first.

Q: Is the pot plant useful?
A: Believe me, someone will appreciate it a lot.

Q: Can I climb the wall? What about the tree?
A: You actually can, with the right equipment, but you won't need to.

Q: Where is the key for the iron gate?
A: Nowhere. The gate opens otherwise, but you will only have one shot at it.


GARDEN:
------

Q: A gnome has tripped me.
A: Gnomes do that, they do.

Q: A gnome has stolen one of my possessions.
A: Yes, gnomes also do that. You should know by now gnomes are no good for you.

Q: How do I get my object back?
A: Find a suspicious location then dig a hole there.

Q: How do I open the door in the burrow?
A: Violence is the last resort of the incompetent. You probably feel incompetent
   if you have been robbed by gnomes.
   
Q: I cannot climb the hedge.
A: It probably needs a bit of trimming.

Q: My knife has broken.
A: Knives are seldom used in gardening for a reason. Better tools are available.

Q: Where is the greenhouse key?
A: Remember the pot plant?

Q: How do I enter the pool?
A: Maybe you don't.

Q: I have died trying to cross the bridge.
A: You are not thinking on your feet.

Q: My ladder has sunk in the brook.
A: Serves you well for being afraid of getting wet.

Q: But there are piranhas there!
A: There is also a sand pit you should have visited.

Q: Is the sundial of any significance?
A: No, but do not ignote its surroundings.


MANOR GROUNDS:
-------------

Q: How do I get into the house?
A: There are five different ways to get in, and six to get out.

Q: Where is the garage key?
A: In the living room.

Q: I cannot climb the stairs. Is there another route to the upper floor?
A: Did you pay attention to the descriptions outside the house?

Q: Can I drive the car?
A: Yes, but not from the outside. And it cannot go through doors.

Q: Is the brick of any use?
A: It is, but that does not mean it is useful.

Q: Can the butler do anything for me?
A: Nah, he's too stuck-up. you'll have to rely on your wits.

Q: There are some doors upstairs that I cannot open.
A: Maybe you need to relieve the stress from the gnome encounters.

Q: How do I find the combination to the safe?
A: Read your notes.

Q: Is the body of the victim of any value?
A: Probably only to his family and the forensic expert, but you are neither.

Q: What is the significance of the object in the safe?
A: Think of the characters you have met.

Q: What does this new note mean?
A: Just follow its advice.


GENERAL:
-------

Q: What is the goal of the game?
A: Find five clues, open the safe in the Manor, deduce the identity of the
   murderer and bring him to jail.

Q: How do I find the clues?
A: Some might be in difficult to reach locations if you are unlucky, but
   all should be reachable with the right sequence of moves.

Q: How do I use the clues?
A: You don't need to even carry them around. The moment a clue is picked, the
   corresponding letter is written on your notes.

Q: Are any characters friendly?
A: The policeman always is, but the others can be hit and miss.
   
Q: How do I find a given character?
A: If you have not met them before they will always be in the same location.
   Otherwise they will wander around, but then cannot open any doors or gates.
   
Q: In how many places can the ladder be used?
A: At least five, but probably only one is needed.

Q: How do I fight or break things if I don't have a weapon?
A: Remember you still have hands and feet.