2019:Walkthrough by: Louis Koot
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In
the game you play as Arthur Hastings, the side-kick of Poirot in many of his
adventures. But as Arthur Hasting you pretend to be Hercule Poirot. Poirot
challenges Hastings to solve the murder case on Seadrift Island once again.
Poirot solved that murder case on Seadrift Island in exactly 1 day, and he
challenges Hastings to try this as well.
Prologue
Poirot's
challenge:
It
is September 1940. Europe is at war with Nazi Germany and above Britain the
"Battle of Britain", the air war, is about to start. Especially London
will be the target of the German Luftwaffe. London is therefore in a permanent
state of embezzlement. Hercule Poirot, the famous Belgian detective, is sitting
in his office in his flat in London. His guest is Captain Arthur Hastings, the
inevitable side-kick of Hercule Poirot.
Poirot
fulminates fiercely about those damned Germans who cause him to close
the blackout curtains the whole day. Poirot remembers his holiday on Seadrift
Island, where he solved a murder in one day. To kill time and to increase his
own somber mood, Poirot wants to tell that story to Hastings. But then Hastings,
and that are you, have to lead Poirot through the case step by step, to show
that everything can be solved very logically, if you use the gray cells in the
right way. Poirot then shows Hastings the "Finger of Suspicion", a
magical object he received from a magician. Hastings can use the thing to get
hints about a suspect.
Hastings
does not believe in magic and Poirot then challenges him to solve the mystery of
the "Finger of Suspicion". Poirot will give Hastings 7 clues during
the evening, to solve the mystery of the "Finger of Suspicion". The
first indication is "POWER". To begin with, Poirot tells three short
stories
The
3 stories of Poirot;
1:
Seadrift Island, South Devon, 1703
A
drunk goes to a pub. Suddenly a spirit appears in a cloak with hood, at the door
of the pub.
The
ghost throws a dart to a dart board and then goes down the stairs to the cellar.
The drunken man follows the spirit and then sees how the spirit runs through the
wall and disappears. The drunken man sees footsteps that are walking dead
against the wall. A dart board was etched on the wall. The drunken man walks
anxiously up the stairs again.
2:
Brixham, South Devon, 1940
A
schoolgirl walks through a forest. Suddenly the girl thinks she is being chased
and in panic she starts running.
When
the girl thinks she is safe and leans against a tree, she is strangled by
someone with a hood on his head.
3:
Brixham, South Devon, Spring 1940
Four
men dressed as monks perform a ritual.
The
four monks walk around a pole where a voodoo straw doll is standing against. In
turn, the four men put a needle in the doll. Then we see a man lying in his bed.
The man wakes up and screams out in pain. It is clear that the four monk figures
and their voodoo ritual have something to do with the pain of the man.
Get
ready for Poirot's challenge;
When
Poirot is done with his 3 stories you stand in front of his desk. You now have
access to the cursor.
At
the Poirot desk, on the left, there is a small globe. There is a Notepad for the
globe.
Place
your cursor on the notebook. Your cursor becomes the Grab Hand. Grab the
Notebook.
A
bar opens at the top of your screen. This is the Options bar and the bar has 5
circles.
In
circle 1 you see the Lighthouse. By clicking on the Lighthouse you leave the game
and return to the Menu Screen where you can Save. Load and return to Main Menu
where you can then exit the game. The Notepad is stored in the circle 4 of the
Options bar. Click on the Notebook to open it. In the Notebook, various things
are recorded during the game, such as: Poirot's Instructions, notes about the
Suspects, documents that you find in the game and the stopwatch times.
During
the game you have to carry out the Poirot assignments (Poirot's Instructions)
per chapter. If you have executed an assignment, it will be crossed out in
Poirot's Instructions. If you ever get stuck in the game then it is a good idea
to take a look in the Poirot's Instructions to see if there are any assignments
that have not yet been crossed out. An unquestioned assignment means that you
have not yet completed that assignment, or not yet completely. You only advance
to the next chapter if you have completed all assignments in the current
chapter.
Click next to the notebook to store it back. Place your cursor on the left edge of your screen. Your cursor will then become a left arrow.
Click and you turn a
screen to the left. There is a bookcase in the corner. The bottom 2 shelves of
the bookcase are filled with gray file boxes.
On the wall, above the radiator, is a framed photograph of Poirot and Hastings. Grab the Photo from the wall.
In circle 2 of your Options Bar you now have the image of Hastings.
Click with your eye cursor on those gray file boxes to zoom
in on. One of the file boxes is open. Zoom in on the opened box.
So
there are files in the box. The front 4 files are: Corrigan, Parsons, Drugs and
Shipwreck. Take these 4 files out of the box. They are stored in the
"Documents" section of your Notebook where you can read them soon.
Zoom 2 times out of the box and the bookcase. Move your cursor to the middle at
the top of the screen to bring up the Options Bar. Click on your Notebook and
click on "Documents". On the right page, click on "Corrigan
Newspaper Story", "Parsons Newspaper Story", "Drug Smuggling
Story" and Shipwreck Island Story " to read these 4 stories.
Corrigan
Newspaper Story: You
read in this newspaper article, of May 20, 1940, that, a few weeks after a
15-year-old schoolgirl was killed by strangulation in Brixham, a 2nd killing was
committed. The second victim is Alice Corrigan, a 32-year-old housewife from
Totnes. The body of Alice was found by Elizabeth Stride. Parsons
Newspaper Story: In
this newspaper article, dated 17 May 1940, you read the name of the murdered
15-year old schoolgirl who was killed in Brixton by strangulation. Her name was
Milly Parsons. Milly was a student at Miss Porter's Young Women's School. She
was on her way to ballet class through the Olmsted Copse forest when she was
strangled. Drug
Smuggling Story: In
this article, dated 3 January 1940, you read that the police arrested a 3
heroine smugglers on the beach at Carey Spit. The names of the arrested
smugglers are: Samuel Tanner, Thomas Mayhew and Oliver Bayle. Shipwreck
Island Story: In
this article of August 15, 1939 you read about the events on Shipwreck Island.
It tells in short the story of Agatha's book "Ten little negroes" and
thus the story of the first Agatha Christi game "And Then There Where
None". |
If
you have read these 4 newspaper articles, you close the notebook. You still look
at the bookcase. Turn another screen to the left. You now see the corner with
double doors, a mirror and a small table next to Poirot's sofa. If you click on
double doors you will be asked if you want to leave the game. The double doors
is therefore an EXIT from the game. Well ..... you've just started, so why would
you want to stop? If you click on the mirror you see Hastings, so yourself, in
the mirror.
There
is a Stopwatch on the small table. Grab the Stopwatch because this is an
indispensable tool for you in the game. The Stopwatch is stored in circle 5 of
the Options Bar and Poirot congratulates you on the decision to take the
stopwatch. Turn another screen to the left. You now see Poirot's outer door. The
outer door is also an option to leave the game. There is a briefcase in the
corner near the door.
You'll
have to collect a lot of stuff in the game and you'll have to store that stuff
somewhere. So grab the Briefcase and you now have access to an Inventory. The
Briefcase will be placed in circle 3 of the Options Bar. If you click on the
briefcase, your Inventory opens, but you can also open the inventory by
right-clicking. In your inventory you are right now with some pocket money. A
map of Seadrift Island hangs above the chest of drawers. Zoom in on the map.
Colored pins are placed at the bottom right of the list. If you place the
cursor on such a pin, without clicking, a picture of the people you will meet in
the game will appear in the cursor.
If
you click on the peg then a card will appear with the name of the person that
you will immediately encounter on Seadrift Island. These
persons are: Colonel
Weston, the police commissioner. Adelaide
Hughes, owner of the store. Albert
Bagby, owner of the local pub. Will
Jenks, works in the garage. Gladys
Narracott, chambermaid. Henry
Baily, bartender. George
Strumm, works on the beach. Hilary
Castle, hotel owner. Arlena
Marshall, guest. Major
Barry, guest, Oakley
Gardener, guest, Carrie
Gardener, guest. Horace
Blatt, guest. Emily
Brewster, guest, Patrick
Redfern, guest. Christine
Redfern, guest. Rosemary
Darnley, guest. Linda
Marshall, guest. Kenneth
Marshall, guest. |
Zoom
out again and turn a screen to the left again. You will now see the cupboard to
the right of Poirot's desk. There is a book on top of the cupboard.
Zoom
in on the cupboard and then on the book that is on top.
It
is a manual for student magicians. Poirot received it as thanks from Bill
Nicholls, the magician who also gave him the "Finger of Suspicion".
Zoom
out again and turn a screen to the left again. You are right in front of Poirot
again. If you have removed the 4 files from the box and read 4 articles in your
notebook and you have taken the Stopwatch, the Notebook and the Briefcase and
also the photo of Poirot and Hastings then your Option Bar is now full. You are
now ready to really start with Poirot's challenge. So speak to Poirot via your
mouth cursor, or click on Hastings and in
the Options bar……and.... you end up in:
Chapter
1: 24 August 1940: Morning:
2017:
Original Dutch Walkthrough by: Louis Koot
2019: This English Translation by: Dick Leeuw
Screenshots by: Louis Koot