Earl Grey and This Rupert Guy
Rupert's got a package to deliver to the spooky mansion on the hill, and nothing, not even ghosts, fallen staircases, exploding laboratories, or magical glasses, is going to stop him. A short but charming point-and-click adventure game for everyone with only one ending but cute, storybook visuals to get you into the spirit of the upcoming holiday.
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I don't know how Rupert thinks, but if I had to mess with supernatural glasses, construct makeshift grappling hooks, blow up doors, and X just to deliver a package, I would go demand a raise after it was all over.
(where X = get sent back in time upon finally making the delivery and have to do it all over again)
Reporting a glitch:
I made the potion and gave it to the ghost in the lab. He drank it, but nothing happened except that my vial was gone. The ghost kept saying that he wanted a potion, but I had no vial in which to make it.
I refreshed the page, started a new game and did it over again, and this time
the ghost drank the potion and went into the light.
Earl Grey and This Rupert Guy Walkthrough
Since we're adventurers after all, immediately enter the room with the sign that reads "Do Not Enter." That'll show 'em.
In the Laboratory
Click on the Laboratory Equipment set up on the table.
After the Equipment mysteriously explodes by itself, because you definitely didn't touch it, return to the Laboratory.
Speak with the Gentleman Ghost to learn that his life dream was to make a Long Living Potion.
He will tell you the ingredients to make this potion included something RED, GREEN, and BLUE
Pick up the small Vial on the far left side of the screen.
The RED goo is on the floor beside the left chair. The GREEN goo is on the opposite side of the table, by the right chair. The BLUE water is on the counter-top, beneath the hammer and saw.
You now have a choice of whether you want to give the Ghost the correct potion, or some random mixture. If you mixed the potion correctly, it will glow.
Depending on your choice, the Ghost has now met his glorious or terrible fate (Giving you the "Complete a dead man's dream" and "Destroy a dead man's dream" achievements in your journal, respectively).
While we're here, pick up the red and white striped Crowbar. How festive!
In the Main Hall
Climb the staircase.
Hmm, that was unexpected.
Move once to the right and you'll notice the Dining Room door has been boarded up. Use your newly gotten Crowbar on the blocked door. Take that obstructions to mail justice!
In the Dining Room
Pick up the Pepper beside the left chair and the Bread Loaf in the basket on the table.
Take off your Ghost-Vision Glasses and take the Library key from the fireplace mantle.
Exit to the Main Hall and use the Key on the locked Library Door.
In the Library
Pick up the Mop by the door and the Book on top of the bookcase. Hmm.. it's out of reach, but maybe we could climb up on that Chair?
The Chair seems to be missing a leg, but you've got the perfect replacement!
Use the Bread on the Chair to fix it. Now you can climb up and reach that Book! Rather than do any pesky reading, you receive a Key to a Chest.
How convenient! The Key works on the large blue Chest in the corner of the room. We're not that greedy, so we'll just take one Gold Bar.
Put your glasses back on - the Sarcophagus is shaking! Speak to the ghost within and you'll find that: A. he's not very nice and B. he's got a Bone you want!
Now that the coffin is open, you can take your glasses off. The ghost disappears and his Bone is yours for the taking.
Return to the Hall
Exit to the Main Hall and put your glasses on again. Place the Mop in the Display Case.
It turns into a Sword which you can pick up.
Return to the Dining Room
When you enter the Dining Room, activate your supernatural glasses. Notice the ghost Dog on the table looks a little peckish. Give him the Bone and he'll leave the table.
Now that he's gone, you can remove the Tablecloth. Rupert will note that the Tablecloth would make excellent rope material, but you're only half way there.
That red Curtain by the window looks pretty useful. Time for a little redecorating.
Use the Sword on the Curtain. The Tablecloth and Curtain will combine automatically to form a Long Cloth. You still need to add something heavy to tie the rope down.
Combine the Long Cloth with the Gold Bar in your inventory to complete your Rope.
Back to the Main Hall!
Use the Rope on the Railings above you.
Climb up and move once to the left.
West Corridor
For now, ignore the ghost sitting at the table and continue to the Bedroom Door on your left.
The Bedroom
Speak with the Back-bent Ghost to learn she died trying to see herself in the mirror. You also discover that she looked similar to a woman in a painting in the house.
Pick up the Gel by the mirror. You can use it to draw a picture of the Back-bent Ghost. You are presented with a choice of which to draw:
The correct painting is on the first floor by the broken stairs. The wrong painting is next to Grandma Ghost in the West Corridor.
Inspect whichever painting you chose and Rupert will get a mental picture. Return to the Bedroom and use the Gel to draw it on the mirror.
If you inspected the painting on the 1st floor you will receive the achievement "Tell a white lie to a ghost"
If you inspected the painting on the 2nd floor, you will receive the achievement "Tell a blatant truth to a ghost"
Click on the bed and you'll find out a single sneeze could send it toppling
Use your pepper on the bed and it will crumble, leaving a Piece of Wood which you can pick up.
Click on the floor tile. It cracks, but you need to find a weapon to break it completely. Leave the room and go to the East Corridor.
Take the Flail from one of the knights and return to the Bedroom.
Use the Flail on the cracked Floor tile and pick up the Bombs. Exit the room.
West Corridor
Speak with Grandma Ghost and she'll tell you she wants HOT MINT TEA. The notes in your Journal say there should be some tea in the Dining Room.
Climb back down the rope and enter the Dining Room.
Dining Room
Pick up the tea Cup from the table and use it on the Teapot to fill it with cold, unflavored tea.
If you want to give Grandma Ghost the drab tea, you return to the West Corridor and do so now. (This will earn you the achievement "Screw the elderly")
If you'd prefer to be nice, put the Cup of Tea into the fireplace to warm it up. Then, exit the dining room.
Main Hall
Move to Mainhall(left) and use the Hot Tea on the Mint plant to receive Hot Mint Tea. Climb back up to the 2nd floor
Give the Hot Mint Tea to Grandma Ghost. (You will get the "Be nice to elderly" achievement) Now we can move up to the 3rd floor
The Third Floor
Take off your spectre spectacles and place the bombs at the Earl Grey's door, because explosions are way more fun than knocking.
You still need something to ignite the bombs!
Return to the Dining Room and use your Piece of Wood on the Fireplace to receive a Torch.
Head back to the 3rd floor and light the Bombs with the Torch. I don't suggest waiting around too long...
The Conclusion
You finally found the Earl using your explosive wit! He seems eager to test his new experiment on you.
A time machine that conveniently renders everything you just did completely useless! You can play again if you want to get the other achievements, otherwise this is ...
The End.
Earl Grey and This Rupert Guy Walkthrough
Note: the gameplay experience can be significantly enhanced by getting to the menu, turning off the music and probably all sounds, and most importantly, changing the dialogue to 'instant.' (The dialogue and cut scenes default to 'slow as watching paint dry.')
1. The Lab:
Do not enter? Check out your notebook. Apparently you are going to enter. So enter already. You just HAD fool around with the lab equipment didn't you? Put on the glasses and have a nice chat with the ghost. Click on him again, and he will tell you about a potion he wants. It specifies the order you have to use. Red Green Blue, but this appears to not be necessary. Pick up the vial from the counter on the far left. Use it on the bowl of Red Slime behind the chair on the left, then on the Green Goo behind the chair on the right, then on the Blue Water on the counter on the far left. Give it to the Ghost and he leaves. One down. Pick up the crowbar from the floor before you leave.
2. Left Hall:
Note there is a painting you can look at, and some mint you can smell, but you can't do anything with either yet. Maybe you should go upstairs and find the Earl. Oops, you are really trashing this house! Go right.
3. Right Hall & Dining Room:
The Library door is locked, you can't open the display case with the sword, and the door to the Dining Room is boarded up. But you have a crowbar! Use it on the door. In the Dining Room pick up the pepper from behind the chair on the left and the key from the mantel of the fireplace on the right. Pick up the hard as rock baguette from the table. You can't do anything with the teapot and cup just yet, and if you try and do anything with the tablecloth, it will report having something too heavy on it. Put on your glasses and note the dog-ghost.
4. Library:
Use the key on the locked Library Door. Fix the chair with the baguette. Inspect the red book on top of the book-case right over the chair, get the key. Use the key on the chest on the right. Grab a bar of gold. Put on the glasses and now you can open the sarcophagus lid. Have a little chat with the ghost. Take off the glasses and take the bone from the body. Pick up the mop by the door and exit.
5. Right Hall & Dining Room:
Use the mop on the display case, put the glasses on and presto, it's a sword! Grab it and go into the Dining Room. Use the sword on the curtain. Put on the glasses and give the bone to the dog ghost. Grab tablecloth. Combine the curtain, table cloth, and gold brick. Go back to the hall, use the combination on the railings by the piece of rope that is dangling.
6. West Corridor & Bedroom:
Go up, go left to the West Corridor, put on the glasses, and have a chat with Grandma Ghost. Take off the glasses and go into the bedroom. Use the pepper on the bed, and get the piece of wood beside the ruined bed. You are really doing damage to this guy's house. Put your glasses on and have a nice chat with the back bent ghost. Click on the lighter patch on the floor at the foot of the bed. Exit, go to the East Corridor; now you will be able to pick up the flail from the knight in the middle. Go back to the bedroom and use the flail on the lighter patch. Get bombs.
7. Right Hall & Dining Room:
Go back down to the first floor, go to the dining room. Use the piece of wood on the fire burning in the fireplace; now you have a torch. Pick up the teacup, use it on the teapot, then use it on the fire. Exit and go to the Main Hall Left. Click on the picture of the lady on the wall. Use the teacup on the mint. Go back, go back upstairs, go to the West Corridor, put on your glasses and give Grandma Ghost the tea. Go in the Bedroom and pick up the gel. Use the gel on the mirror.
8. Third Floor:
Go to the East Corridor then up to the Third Floor. Take your glasses off. Use the bombs on the door, then use the torch on the bombs. You're done, enjoy the silly cut scene and "twist" ending.
This could have been a much better game. Among other things I noticed (and this is without getting off the first floor):
* The writing is awful. The content might be nice, but it reads like it was translated from...something. ("I do not recommend such diet to a dog"?)
* It suffers from the same problem that so many graphical point-and-click games do, where the scenery is so cluttered that it's hard to tell what's important. (See "The Several Journeys of Reemus" for a game that gets this right.) For instance, in the lab, you've got bookshelves, a stack of papers, a hamster cage, a crowbar, a handle, two drawers, a rack of test tubes, a glass vial, a saw, a hammer, and a candelabra, for starters; two of those things can be interacted with, but good luck guessing which two without just clicking everywhere. (Or mousing everywhere, but slowly enough that you don't miss the text, and thoroughly enough.)
* I decided to help the ghost in the lab, who (ok, minor spoiler)...
said that his potion required red, green, and blue. Only after acquiring the ingredients in no particular order did I discover that he'd said "RED, GREEN, then BLUE" and not "RED, GREEN, and BLUE". The poor writing didn't help here: no native English speaker would say "I remember it was X, Y, then Z" (they would say, perhaps, "I remember it was X, then Y, then Z"), and the crucial word was the uncapitalized one. Regardless, I suddenly found myself having made a mistake with no way to correct it.
* At one point I was standing behind a chair in the lab, and clicked on the right side of the screen to move there, and Rupert shook a little and stopped, apparently having run into the chair. That's just terrible navigation.
All of this is just the kind of carelessness we don't see in the average Tower Defense or Platform game...or perhaps it's just not the kind we see in the above-average ones reviewed here. It just makes me feel like the car is set much lower for point-and-clicks.
Okay, guys...not all game designers are native English speakers...while the grammar on this wasn't perfect, it was a long way from unplayable. Cut 'em some slack.
Having said that...game designers, there's a whole community out here who ARE native English speakers, many of whom would be happy to help you with text and dialogue...just ask.
Tahnan, point and click games are a LOT more spatially challenging to design and program than are Tower Defense or Platforms...in those, the characters of the game are pretty much sent on a pre-ordained trail...a p&c has to be open to a player going all over the screen, which makes it a lot tougher to convincingly code. Wanna gripe? Feel free to post your latest point and click and we'll critique it for you.
Great artwork, cute dialogs, and a clever ending...this game's okay, but I think the developer's next game will be great.
JIGuest:
First, in terms of non-native English programmers, I very much understand that not everyone who writes a game is a native English speaker. And for a lot of games (like tower defense games) I'm willing to overlook it...but a point-and-click game is a game telling a story, and that story requires language. If I wrote a game in French with a lot of text in it, I'm aware that the French would be awful--but on the other hand, I bet I could find French speakers willing to proofread it for me. As I said, in this case the broken English was genuinely misleading at one point (and possibly more, beyond the point where I gave up).
Second, I'm aware that P&C games may be harder to program. But that's not license to do them badly. Among other things, cluttering the screen with irrelevant background items that camouflage the one thing you need isn't a programming problem, it's a design problem. But even when it comes to questions of programming, I don't need to be able to do it myself to recognize when it's done badly. (I'm imagining a doctor saying, "OK, sure, I screwed up your surgery, but let's see you remove an appendix and I'll critique you!")
I just wanted to apologise to everyone who has been experiencing bugs. I didn't have a single issue the three times I played through the game, and none of the other reviewers mentioned any trouble either. I'm very sorry you've run into problems! :( Have you tried updating your Flash Player and tried other browsers?
The only bug I've run into is the Dining Room one where Rupert gets stuck in the doorway. Solved by restarting (as Andrew noted, Main Menu then Continue does/may not work). I didn't encounter any other bugs besides that one, and it only happened the first time.
I did not think the environment was so cluttered to be troublesome since there was a changing cursor. I enjoyed the art, but it would have been nice if there were special cut scenes to show the characters in more detail (not that I didn't enjoy the animated scenes).
Backtracking isn't much of a problem since you have a relatively small area to explore (and you know exactly where the item is). And although it would be more convenient to pick up items before you need them, the character normally wouldn't do that. It's just that we've played these types of games before so we know we'll need it later.
As for the English, it wasn't so bad. I found much of the mono/dialogue amusing x) Thanks for the review Dora!
@Tahnan
I totally disagree with you. The English wasn't really that bad. Maybe it's because I'm not native English speaking, but still, everything made perfect sense to me. And about the potion, maybe you should just read properly instead of hastily? ;-)
Sorry if this is a bit of a flame post, I just totally disagree with your points :-)
So, lastly, I also disagree about the clutter. Without the clutter it would be a very dull game. I love the scenery :) And ofcourse, it takes some searching some time, but that's the whole idea of a point-and-click. What would be the fun if everything was obvious? I definitely wouldn't want my pepper vial to have neon arrows all around it to help me find it.
But, admittedly, I agree with you on the navigation. Rupert should not be able to navigate and get stuck behind a chair or something, letting you click again and again to free him. But I feel that's just a minor issue.
Regarding the bugs mentioned by others. I had it once,
when feeding the bone to the dog
. I couldn't click anything anymore, journal included. I had to refresh the page and continue the game, and it restarted me in a different room, where I came from. I didn't miss any actions though, so no harm done.
I only experienced one "bug":
I had the crowbar, and it wouldn't work on the boarded-up door. The trigger event for being able to use it is the staircase collapse, which I hadn't triggered.
I did get stuck behind an object once, clicking across the room where I wanted to go just produced a jitter from Rupert. I clicked the opposite side of the room, and Rupert walked out and became unstuck.
I, too was disappointed with the ending:
I was accidentally mean to the laboratory ghost, so I went with an "all mean" playthrough the first time. I figured I'd gotten the "bad ending". Guess not.
"could someone tell me how to get all the things like the "tell a blatant truth to a ghost" one?"
After talking to the ghost in the bedroom click on the painting of the ugly women (2nd floor), then draw that one on the mirror.
Still don't know the Ignore the elderly one. I try finishing without giving Grandma Ghost the tea but that didn't work...maybe without heating it or without the mint.. not sure though
"Tell a blatant truth to the ghost"
-Ghost asks you to draw image of woman onto mirror,
go out and near the elderly ghost you will see an ugly portrait of a woman. Click that and draw onto mirror. Back-bent ghost will vanish.
"Screw the elderly."
-Elderly ghost asks specifically for Hot Mint Tea. Go downstairs into Dining Room and click on cup. Fill cup with tea by clicking on Cup and placing on Teapot. DO NOT get Mint Tea Leaves nor heat the cup on the fire. Go upstairs and give to elderly ghost. She will get mad and dissipate.
[Edit: Spoiler added :) ~ Kayleigh]
It was a good game. I liked not being able to pick up items before they were needed, that makes it a little more realistic. ad the area is small so backtracking isn't much of an issue. the clutter would be an issue, but since there's a changing cursor, it isn't. regarding a previous poster saying that the english was misleading when making the potion, i disagree on that point. i understood it perfectly well. you should read it properly.
good game, good length. a perfect break from drudgery of work. the ending, however, was a bit disappointing.
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Walkthrough Guide
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Earl Grey and This Rupert Guy Walkthrough
Since we're adventurers after all, immediately enter the room with the sign that reads "Do Not Enter." That'll show 'em.
In the Laboratory
Click on the Laboratory Equipment set up on the table.
After the Equipment mysteriously explodes by itself, because you definitely didn't touch it, return to the Laboratory.
Speak with the Gentleman Ghost to learn that his life dream was to make a Long Living Potion.
He will tell you the ingredients to make this potion included something RED, GREEN, and BLUE
Pick up the small Vial on the far left side of the screen.
The RED goo is on the floor beside the left chair. The GREEN goo is on the opposite side of the table, by the right chair. The BLUE water is on the counter-top, beneath the hammer and saw.
You now have a choice of whether you want to give the Ghost the correct potion, or some random mixture. If you mixed the potion correctly, it will glow.
Depending on your choice, the Ghost has now met his glorious or terrible fate (Giving you the "Complete a dead man's dream" and "Destroy a dead man's dream" achievements in your journal, respectively).
While we're here, pick up the red and white striped Crowbar. How festive!
In the Main Hall
Climb the staircase.
Hmm, that was unexpected.
Move once to the right and you'll notice the Dining Room door has been boarded up. Use your newly gotten Crowbar on the blocked door. Take that obstructions to mail justice!
In the Dining Room
Pick up the Pepper beside the left chair and the Bread Loaf in the basket on the table.
Take off your Ghost-Vision Glasses and take the Library key from the fireplace mantle.
Exit to the Main Hall and use the Key on the locked Library Door.
In the Library
Pick up the Mop by the door and the Book on top of the bookcase. Hmm.. it's out of reach, but maybe we could climb up on that Chair?
The Chair seems to be missing a leg, but you've got the perfect replacement!
Use the Bread on the Chair to fix it. Now you can climb up and reach that Book! Rather than do any pesky reading, you receive a Key to a Chest.
How convenient! The Key works on the large blue Chest in the corner of the room. We're not that greedy, so we'll just take one Gold Bar.
Put your glasses back on - the Sarcophagus is shaking! Speak to the ghost within and you'll find that: A. he's not very nice and B. he's got a Bone you want!
Now that the coffin is open, you can take your glasses off. The ghost disappears and his Bone is yours for the taking.
Return to the Hall
Exit to the Main Hall and put your glasses on again. Place the Mop in the Display Case.
It turns into a Sword which you can pick up.
Return to the Dining Room
When you enter the Dining Room, activate your supernatural glasses. Notice the ghost Dog on the table looks a little peckish. Give him the Bone and he'll leave the table.
Now that he's gone, you can remove the Tablecloth. Rupert will note that the Tablecloth would make excellent rope material, but you're only half way there.
That red Curtain by the window looks pretty useful. Time for a little redecorating.
Use the Sword on the Curtain. The Tablecloth and Curtain will combine automatically to form a Long Cloth. You still need to add something heavy to tie the rope down.
Combine the Long Cloth with the Gold Bar in your inventory to complete your Rope.
Back to the Main Hall!
Use the Rope on the Railings above you.
Climb up and move once to the left.
West Corridor
For now, ignore the ghost sitting at the table and continue to the Bedroom Door on your left.
The Bedroom
Speak with the Back-bent Ghost to learn she died trying to see herself in the mirror. You also discover that she looked similar to a woman in a painting in the house.
Pick up the Gel by the mirror. You can use it to draw a picture of the Back-bent Ghost. You are presented with a choice of which to draw:
The correct painting is on the first floor by the broken stairs. The wrong painting is next to Grandma Ghost in the West Corridor.
Inspect whichever painting you chose and Rupert will get a mental picture. Return to the Bedroom and use the Gel to draw it on the mirror.
If you inspected the painting on the 1st floor you will receive the achievement "Tell a white lie to a ghost"
If you inspected the painting on the 2nd floor, you will receive the achievement "Tell a blatant truth to a ghost"
Click on the bed and you'll find out a single sneeze could send it toppling
Use your pepper on the bed and it will crumble, leaving a Piece of Wood which you can pick up.
Click on the floor tile. It cracks, but you need to find a weapon to break it completely. Leave the room and go to the East Corridor.
Take the Flail from one of the knights and return to the Bedroom.
Use the Flail on the cracked Floor tile and pick up the Bombs. Exit the room.
West Corridor
Speak with Grandma Ghost and she'll tell you she wants HOT MINT TEA. The notes in your Journal say there should be some tea in the Dining Room.
Climb back down the rope and enter the Dining Room.
Dining Room
Pick up the tea Cup from the table and use it on the Teapot to fill it with cold, unflavored tea.
If you want to give Grandma Ghost the drab tea, you return to the West Corridor and do so now. (This will earn you the achievement "Screw the elderly")
If you'd prefer to be nice, put the Cup of Tea into the fireplace to warm it up. Then, exit the dining room.
Main Hall
Move to Mainhall(left) and use the Hot Tea on the Mint plant to receive Hot Mint Tea. Climb back up to the 2nd floor
Give the Hot Mint Tea to Grandma Ghost. (You will get the "Be nice to elderly" achievement) Now we can move up to the 3rd floor
The Third Floor
Take off your spectre spectacles and place the bombs at the Earl Grey's door, because explosions are way more fun than knocking.
You still need something to ignite the bombs!
Return to the Dining Room and use your Piece of Wood on the Fireplace to receive a Torch.
Head back to the 3rd floor and light the Bombs with the Torch. I don't suggest waiting around too long...
The Conclusion
You finally found the Earl using your explosive wit! He seems eager to test his new experiment on you.
A time machine that conveniently renders everything you just did completely useless! You can play again if you want to get the other achievements, otherwise this is ...
The End.
Posted by: Trinn | September 20, 2010 1:16 PM
Earl Grey and This Rupert Guy Walkthrough
Note: the gameplay experience can be significantly enhanced by getting to the menu, turning off the music and probably all sounds, and most importantly, changing the dialogue to 'instant.' (The dialogue and cut scenes default to 'slow as watching paint dry.')
1. The Lab:
Do not enter? Check out your notebook. Apparently you are going to enter. So enter already. You just HAD fool around with the lab equipment didn't you? Put on the glasses and have a nice chat with the ghost. Click on him again, and he will tell you about a potion he wants. It specifies the order you have to use. Red Green Blue, but this appears to not be necessary. Pick up the vial from the counter on the far left. Use it on the bowl of Red Slime behind the chair on the left, then on the Green Goo behind the chair on the right, then on the Blue Water on the counter on the far left. Give it to the Ghost and he leaves. One down. Pick up the crowbar from the floor before you leave.
2. Left Hall:
Note there is a painting you can look at, and some mint you can smell, but you can't do anything with either yet. Maybe you should go upstairs and find the Earl. Oops, you are really trashing this house! Go right.
3. Right Hall & Dining Room:
The Library door is locked, you can't open the display case with the sword, and the door to the Dining Room is boarded up. But you have a crowbar! Use it on the door. In the Dining Room pick up the pepper from behind the chair on the left and the key from the mantel of the fireplace on the right. Pick up the hard as rock baguette from the table. You can't do anything with the teapot and cup just yet, and if you try and do anything with the tablecloth, it will report having something too heavy on it. Put on your glasses and note the dog-ghost.
4. Library:
Use the key on the locked Library Door. Fix the chair with the baguette. Inspect the red book on top of the book-case right over the chair, get the key. Use the key on the chest on the right. Grab a bar of gold. Put on the glasses and now you can open the sarcophagus lid. Have a little chat with the ghost. Take off the glasses and take the bone from the body. Pick up the mop by the door and exit.
5. Right Hall & Dining Room:
Use the mop on the display case, put the glasses on and presto, it's a sword! Grab it and go into the Dining Room. Use the sword on the curtain. Put on the glasses and give the bone to the dog ghost. Grab tablecloth. Combine the curtain, table cloth, and gold brick. Go back to the hall, use the combination on the railings by the piece of rope that is dangling.
6. West Corridor & Bedroom:
Go up, go left to the West Corridor, put on the glasses, and have a chat with Grandma Ghost. Take off the glasses and go into the bedroom. Use the pepper on the bed, and get the piece of wood beside the ruined bed. You are really doing damage to this guy's house. Put your glasses on and have a nice chat with the back bent ghost. Click on the lighter patch on the floor at the foot of the bed. Exit, go to the East Corridor; now you will be able to pick up the flail from the knight in the middle. Go back to the bedroom and use the flail on the lighter patch. Get bombs.
7. Right Hall & Dining Room:
Go back down to the first floor, go to the dining room. Use the piece of wood on the fire burning in the fireplace; now you have a torch. Pick up the teacup, use it on the teapot, then use it on the fire. Exit and go to the Main Hall Left. Click on the picture of the lady on the wall. Use the teacup on the mint. Go back, go back upstairs, go to the West Corridor, put on your glasses and give Grandma Ghost the tea. Go in the Bedroom and pick up the gel. Use the gel on the mirror.
8. Third Floor:
Go to the East Corridor then up to the Third Floor. Take your glasses off. Use the bombs on the door, then use the torch on the bombs. You're done, enjoy the silly cut scene and "twist" ending.
Posted by: OrvalB | September 20, 2010 1:17 PM