metzomagic.com Walkthrough

Scratches

Developer:  Nucleosys Digital Studio
Publisher:  Got Game Entertainment

Walkthrough by Len Green (March, 2006)

Foreword

A ) This walkthrough describes ALL the actions which you must take in order to succeed, together with some (though not all) which are not essential to completing the game.

However, please don't use this walkthrough unless you absolutely have to. Some aspects which are not absolutely imperative have been omitted. A lot of these are interesting and provide much of the background story to the game, and particularly to the apparently genuine deserted English mansion.

B ) Warning — If you simply take this walkthrough in your hand and follow exactly what to do and what not to do, you can probably finish the game very quickly. This however would completely defeat its whole purpose!

C ) The walkthrough definitely does not do ANY justice to Scratches! The most important aspect is the spooky scary narrative. I have deliberately refrained from giving away ANY of the actual story.
In addition, a great part of the fascination of the game is wandering around through the different locations in and around this old-world decaying Blackwood Manor.

D ) Suggested Advice:
So as not to gratuitously spoil the game by seeing unnecessary hints, you can pinpoint the 'area' needed to a great degree through looking only at the date, day and time where you are stuck!

Also, instead of scanning the whole walkthrough, I recommend using a "Find" command-option, and inserting a relevant key word to greatly reduce the superfluous hints!

E ) This is a first-person game and much of the intricacy and pleasure lies in browsing around ... and as aforementioned there is a lot of that. I personally frequently 'got lost' looking for some location or object (even occasionally inside the mansion itself!), and sometimes after finding it,lost my way again on returning.

Due to the above fact I have frequently (but not always) given exact 'direction-instructions' in this walkthrough e.g. "Go forward twice", "Swing a little to the right", etc.

Often, where exploring is not too difficult (but sometimes not all that easy either), the player will only be told where to go, but not exactly how to get there, or even how to move around when actually there!

F ) On entering every new location, it is pretty well essential to browse around and DO as much as allowable in every one.

However, the walkthrough never tells you explicitly to do this ... it assumes you will ALWAYS automatically explore and expedite, and so it simply says ... "Look around the study", etc.

G ) You should NOT have to follow the identical order of accessing locations as described in this walkthrough. Some locations of course will not be available or accessible until you have completed certain previous tasks, and so a particular order is sometimes obligatory. Other than this, you are free to visit (and/or revisit) as you wish!

H ) Although the game is very spooky and sometimes scary, there are absolutely no action sequences, and you never get killed. There is no overt violence and absolutely no so called 'bad language' or 'adult material'.

It is all first-person and mouse driven point & click. There are full English subtitles for ALL speech, and a veritable abundance of texts for all hints and comments.

I ) Some items in inventory can be used one upon another. As far as I am aware, if any item X can be combined with item Y, then the reverse is always true ... i.e. item Y can always be used on item X instead!

J ) As in most games, it is easy to make a wrong or redundant move! So it is advisable to save frequently.

There are 10 save-slots. If you like, you can save batches of up to 10 'permanently' (zipping if you like) before overwriting ... for the next batch of 10.

WALKTHROUGH

DAY - 1 (Saturday, October 12th)
Watch all the introductory scenes:

    Saturday 9 am
    Walk forward to the front door of the mansion
    Try opening the front door. You can't it's locked
    Take the key from inventory, and use it on the keyhole
    Open the front door and enter the mansion
    Start looking around the reception hall
    The telephone starts ringing. Answer it
    Talk to Jerry
    Enter the living room
    Look around the living room
    Read the diary on the table
    Enter the study
    Look around the study
    Look at the desk
    Read the diary on the desk
    Open the 2nd drawer down on the left side
    Take the empty envelope
    Close the drawer
    Open the 3rd drawer down on the left side
    Take the tool for boring holes (an awl)
    Close the drawer
    Enter the dining room
    Look around the dining room
    Exit the dining room and go into the small hallway
    Go up the back stairs (2 flights ... from the ground floor to the 1st floor) Go 1 step forward and then swing to the right
    Walk the length of the 1st floor lower hallway
    Enter the guest room ... "I quickly realized that this had to be my room."
    Look around the guest room
    Look in the waste paper basket
    Read the single hand written page there
    Look at the doctor's medical bag
    Open the doctor's medical bag
    Take the stethoscope
    From inventory, take Michael's (heavy) suitcase and place it on the corner table
    Open the suitcase and examine all the contents
    Look at the calling card belonging to Jerry (P. Carter)
    Take the pen
    Look at the scribble on the scratch pad
    Look at the book ... "Vanishing Town" by Michael Arthate
    See the book's frontispiece
    Look at the 4 page letter from Jerry to Michael
    Take the matchbook (with only a few matches)
    Close the suitcase
    From inventory, take the typewriter case and place it on the desk
    Open the typewriter case
    Take out the papers in the case ... they appear on the desk
    Take out the typewriter ... it also goes onto the desk
    Close the typewriter case
    Place the typewriter case on the floor (beneath the table)
    Look at the typewriter
    Attempt to write something ... Michael prefers to continue exploring
    Read the page already typed

Saturday 10 am

    Exit the guest room
    Walk along the 1st floor lower hallway
    Enter the room on your left ... it is the master bedroom
    Look around the master bedroom
    Exit the master bedroom
    Enter the room opposite ... it is the African gallery
    Look around the African gallery
    Exit the African gallery
    Walk to the other end of the lower hallway
    Enter the room with the stained glass panel ... it is the 1st floor bathroom
    Look at the built-in cabinet below the sink
    Open the 3rd drawer down (the bottom long drawer, in the middle)
    Take the relatively clean rag
    Exit the bathroom
    Walk back along the length of the 1st floor lower hallway
    Go downstairs to the ground floor again
    Go to the reception hall
    Phone Jerry
    Keep phoning him until he repeats the phrase "If you don't mind, I have work to do"
    Press the light switch in the main hall (or anywhere else)
    The light doesn't go on ... there is no electric power
    Press the light switch again to make sure ... still no electricity
    Phone Jerry and inform him about the electricity and learn that he has ordered an electrician

Saturday 11 am

    Phone Barbara and talk to her
    Continue phoning her until Michael says "Ah ... never mind"
    Go to the front door and open it
    Exit the mansion
    Walk down the length of the garden to the main gates ... no electrician
    Look at the mailbox
    Open the mailbox
    Read the letter from the electrician (take it ... although it doesn't appear in inventory)
    Close the mailbox

Saturday 12 pm

    Look at the boot of the car ... which "I hoped I would never need to open."
    Open the car door and enter the car
    Look at the car's starter
    Open the glove compartment
    Take the car key
    Close the glove compartment
    Get the car key from inventory, and put it into the car's starter
    Start the car ... Michael decides not to travel anywhere at present
    Return to the mansion and enter
    Phone Jerry and tell him that you missed the electrician

    {The following depends upon what actions you performed (and didn't perform) previously, and hence may be somewhat different ... but this should not affect anything!

    Phone Jerry again and obtain 2 blue ('unusual') captions at the bottom of the screen ... the top blue caption reads "I wondered about the previous inhabitants..." and the bottom blue caption reads "I asked about that safe"
    Click on the top blue caption and Jerry mentions a murder committed there in May 1963, etc.
    Phone Jerry yet again ... "I found a safe box in a room upstairs."

    Walk to the back of the mansion
    Look around the small hallway ... notice the African jars
    Open the door to the kitchen
    Look around the kitchen ... notice the key holder without any keys, and the table beneath it
    Look at the one kitchen wall where there are 2 doors very close together
    Open the right door. You can't ... "The door to what I assumed was the basement was locked."
    Open the left door ... the maid's (servant's) room
    Look around the maid's room
    Take the topmost paper (with markings on it) from those lying on the desk
    Open the right drawer
    Take the pencil
    Look at the photograph (near the left corner and half hidden)
    Close the right drawer
    Open the door with the 6 rectangular glass panels
    Look around that room ... the maid's bathroom which was once apparently used as a dark room
    Open the tap ... "Apparently, the water wasn't running."
    Exit the bathroom/dark room
    Exit the maid's room
    Exit the kitchen
    Open the curtains in the small hallway
    Look into the African jars
    Take the key from inside one of the jars
    Return to the kitchen
    Using the key from inventory, open the door to the basement
    Go down the stairs
    Look all around the basement
    Open the fuse box
    Check the 2 fuses and the 2 old fashioned double-pole switches ... they seem OK
    Exit the basement
    Exit the kitchen
    Return to the front reception hall
    Phone Jerry to tell him that the fuses seem all right ... "Make sure you find some candles before it's too dark."
    Phone Jerry again to tell him that he hasn't yet found any candles ... "Well keep looking!"

Saturday 2 pm

    In inventory, look at the paper ... it "had several markings on it."
    In inventory, use the pencil on the sheet of paper with markings .. "I managed to reveal what appeared to be a letter in Italian."
    Phone Barbara and ask her if she can translate an Italian letter ... "Yes! Mail it!"
    In inventory, put the letter into the empty envelope
    In inventory, use the pen on the envelope to write the correct address
    Exit the front door
    Walk down the length of the garden towards the main gates
    Look at the mailbox
    Open the mailbox
    From inventory, take the (Italian) letter and post it to Barbara
    Close the mailbox

Saturday 3 pm

    Return to the front door of the mansion
    Open the front door and enter
    Phone Jerry ... he tells Michael to keep on looking for candles
    Walk to the back of the mansion
    Enter the kitchen
    Notice the back door with a colored glass panels and to the right of it a cupboard with crockery on top
    Open the cupboard
    Open the bottom drawer
    Take the kitchen knife
    Close the bottom drawer
    Open the top drawer — it's empty ... apparently it was once used to hold candles
    Close the top drawer
    Exit the kitchen
    Go to the dining room
    Look at the nice piece of furniture (with a candelabra on top of it and also a painting of a house and flowers)
    Open the drawer there ... "Tablecloths, napkins... etc."
    Go up to the 2nd floor: Go up the stairs ... (if necessary) along the first floor lower hallway to the bathroom door ... turn right ... go up the stairs from the 1st floor to the 2nd [top] floor ... You are in the upper hallway
    Swing left
    Walk forwards and notice the wooden ladder-stairs (brown steps)
    Climb up the stairs and see the door to the attic
    Enter the attic
    Open the trunk to look for candles ... none there
    Take the old fashioned lamp
    Look through the pile of assorted photos, papers, etc., which were underneath the lamp on the left side of the trunk
    Look through the pile of assorted photos, papers, etc., on the right side of the trunk
    Look at the pile of newspapers
    Read the caption at the bottom of the screen "I looked for any worthwhile news in May, 1963..."
    Click on this blue ('unusual') caption at the bottom of the screen
    Read the "Journal" of Tuesday, 25th May, 1963

Saturday 4 pm
Leave the newspapers

    (Whilst you're in the attic, open the music box
    Click on the object inside the box
    Click on the key
    Close the box)

    Exit the attic
    Return down to the 2nd floor, then down to the 1st floor, and finally down to the ground floor
    Go to the reception hall
    Phone Jerry ... no candles anywhere in the house. Jerry suggests buying some ... "Calm down! Drive to town before it gets dark."

Saturday 6 pm

    Exit the front door
    Walk down the length of the garden towards the main gates
    Enter the car
    The key is in the starter (ignition) ... turn it on
    The engine turns over once only, and the red warning light comes on: "The car would not start! It was only then that I realized I had left the lights on..." ... "The car battery was dead."
    Exit the car
    Return to the front door of the mansion
    Open the front door and enter
    Phone Jerry ... He can't do anything at present

Saturday 7 pm

    Look around the lower hallway just a little ... "It was getting late. Perhaps it was now a good time to go to sleep."
    Go up the stairs from the ground floor to the 1st floor
    Walk to the end of the lower hallway
    Enter the guest room ... "I was getting very tired"
    Lie down on the bed and go to sleep

DAY - 2 (Sunday)

    Michael has a nightmare
    He hears banging noises
    During his nightmare, Michael is ONLY 'allowed' to move as follows:
    (In this nightmare) he can only walk to the door of the guest room
    Then open the guest room door and leave the room
    Then he can only walk along the lower hallway and open the double doors into the African gallery
    In the place where the display cabinet stood there is now (in Michael's nightmare) a boarded up door and a hammer on the floor
    All you can do is to look at the hammer ... and ...
    Pick up the hammer (it's only a 'dream-hammer' and not real, and hence it doesn't go into inventory)
    The nightmare ends and Michael is back in the guest bedroom

Sunday 12 am

    Michael wakes up from his nightmare, "I was awakened from my strange dream by some odd noises reverberating around the room"
    Move around the guest room just a little ... "The scratching was starting to make me feel very nervous..."
    Walk towards the fireplace in the guest room ... "The noises seemed to grow louder as I approached the fireplace."
    Look at the fireplace
    From inventory use the stethoscope on the fireplace and move it around
    Yes! Michael can now hear the noises coming from the fireplace ... "but I still couldn't determine their source."
    Leave the fireplace
    Go to the guest room door
    Exit the guest room
    (Since Michael is now awake, he can move around freely ... although it's midnight)
    Go down the main staircase from the lst floor to the ground floor
    Enter the living room
    Examine the fireplace there
    From inventory use the stethoscope on the fireplace
    Conclusion: About those noises ... "I concluded they had to be coming from below"

Sunday 1 am

    Go to the kitchen
    Open the door to the basement ... you can't; it is very late at night and the basement would be pitch black since there is no electric power and you wouldn't see a thing ... "I couldn't go down there without some light."
    From inventory, use the old fashioned lamp on the basement door. Impossible! ... "The lamp didn't have any oil in it."
    Return upstairs from the ground floor to the 1st floor and walk to the end of the lower hallway
    Re-enter the guest room ... "Just as they had begun out of nowhere, the scratching noises stopped"
    Lie down on the bed and go to sleep (properly!)

Sunday, October 13th

Sunday 9 am

    Wake up next morning ... a fierce storm is raging; very heavy rain, thunder and lightning. Michael abandons hope of getting the power fixed
    Return downstairs and go to the reception hall
    The phone is ringing
    Talk to Jerry about the terrible weather making it impossible for him to drive
    Michael informs Jerry that "I happened to hear some odd sounds last night. Kind of ... 'scratching' noises down in the basement."
    Go up to the 1st floor
    Enter the main bedroom
    Swing to the right, go 1 step forward, and swing to the right again
    Look at the painting of the very tall woman in red ...
    Click on the orb in her hand revealing a safe with a rotary dial combination lock
    Click on the dial ... "I didn't know the combination and safe-cracking certainly isn't my expertise."
    Return downstairs to the reception hall
    Phone Jerry ... ask and receive the combination of the safe
    Return to the 1st floor
    Enter the main bedroom
    Again look at the painting of the tall woman in red
    Click on the orb and once again view the safe
    Click on the combination-dial
    The dial rotates automatically back and forth to the correct combination, (presumably: 03 2 11) and the safe opens
    View the contractor's tender for work to be done on Blackwood Manor
    See the key inside the open safe
    Take the blue key
    Go up the stairs from the 1st floor to the upper hallway in the 2nd (top) floor ... as previously
    Swing round to your left and go to the single door
    Open the door. You can't since ... "The door seemed to be stuck..."
    Swing to the right, go forward twice, and swing to the left ... you are facing another single door (close to and 'behind' the wooden stairs you visited previously)
    Open the door. You can't ... "The door was locked but I could see a key on the other side through the keyhole."
    Observe the bottom of the door ... "There was quite a bit of light coming from below the door."
    Look to the left of that door ... there is a tin on the floor with a newspaper underneath it
    Take the newspaper
    From inventory, take the newspaper and slide it under the door
    In inventory take the boring tool (an awl) and poke the keyhole of the door
    Inside that room, the key falls onto the newspaper
    Pull the newspaper back ... but the key does not slide out from the gap under the door; it gets 'caught'" ... the key had gotten stuck behind the door. Whoever said that dumb technique worked?"
    The keyhole is now 'clear'
    From inventory, use the blue key on the keyhole ... the door opens and you are in the 'room with paintings'

Sunday 10 am

    Look at the stool in the room and on it a hammer
    Take the hammer
    There is a table in the room covered with painting materials and accessories
    Look at the desk in close up
    Look at the blueprint on the left side of the table
    Click on it ... "It was a schematic blue print of the ground floor of the house."
    Using the magnifying glass, examine each of the rooms (and their descriptions) on the ground floor
    Click on the top left corner of the blueprint
    Look at all the rooms (and their descriptions) on the first floor
    To the left of the main bedroom is a 'mysterious' room ... "That was odd, I didn't remember seeing that room."
    Take another look at it ... "I had to find some way to get into that room ..."
    Click again on the top left corner of the blueprint
    Look at the rooms (and their descriptions) on the second (top) floor
    Near the middle of the table is an empty drinking glass holding 3 pencils; to the right of it is a key (not too easily visible!)
    Pick up the silver key
    Beneath the key was a round gray-white object ... "It was the lid of a can ..."
    Pick up the lid
    There is a large bizarre painting of a man with his mouth wide open, with one door to the left of it and another to the right ...
    Open the door on the right
    Enter the 'room in construction'
    Climb the ladder twice
    Notice that "A large rope was hanging from a railing above"
    From inventory, take the knife and cut the rope
    Climb down the ladder
    Look for the remaining coil of rope on the floor (swing right round ... move once forwards, facing the door, then swing back again facing the ladder, move back a little (if necessary) ... the rope is now easily visible on the floor)
    Pick up the rope
    Climb the ladder 3 times to get to the very top ... "Several dusty cans were resting on the shelf, one of them in particular was more dusty than the rest."
    Examine the rectangular can ... "A very dirty can."
    From inventory, take the rag "a quick cleaning revealed that it was a can of oil."
    Look at the can "There appeared to be oil in that can."
    From inventory, take the boring tool (an awl) and use it on the can ... "I managed to pierce a hole in the can..."
    From inventory, drag the old fashioned lamp onto the can of oil ... it tips and "I poured some oil inside the lamp" ...; but it was limited by the very small amount of oil there!
    To the right of the can of oil look at a small oil can
    Take the oil can
    Climb down the ladder again
    Exit the room ... not via the door you entered through, but through the door onto the upper hallway (i.e. the door which was originally stuck on the other (entrance) side!)
    Turn right around and go to the very end of the upper hallway
    Climb up ONE flight only of the stone spiral staircase
    Notice a window on the left
    Open the window
    Look out ... and see the roof(s) of the mansion (and very heavy rain)
    Climb up the second (final) flight of stairs to the tower
    Look around the tower and see another window
    Open that window
    Again look out ... and see a nice verdant view of tree tops (and extremely heavy rain)
    Look at the walls ... "There was a large crack in one of the walls in the tower"
    From inventory, use the hammer on the crack in the wall ... "The wall had a wider crack now" (You can see light coming through from outside)
    Look at the old rusty lamp above the crack
    From inventory, tie the rope to the rusty lamp
    Click the bottom of the rope ... it goes through the enlarged crack ... "The rope was hanging from the hole in the wall"
    Return to the lower window and open it (if not already left open)
    Look through the open window and see a small portion of the rope at the top right corner of the window (not too noticeable!)
    Click on this piece of rope ... and the rope now hangs vertically straight downwards near the middle of the open part of the window
    Michael ponders the situation ... obsessed with the 'mystery room', even though endangering his life ... "I decided that climbing down through the window was the only way to get inside the mysterious room..."

Sunday 11 am

    Climb down the rope (in 2 or 3 stages)
    Enter the window into the mystery room
    Explore the room ... it was apparently a nursery
    Look at the chest of drawers
    Open the top drawer
    Examine the birth certificate ... note ALL the details, dates, etc.
    Close the drawer

Sunday 1 pm

    Exit the nursery window
    Return up the rope and back to the tower (again in 2 or 3 stages)
    Enter the window back into the tower
    Go down the stone spiral staircase to the upper hallway
    Climb up the wooden ladder-stairs again
    Enter the attic
    Look at the newspapers
    Grab a newspaper
    There is now an additional blue caption at the bottom of the screen ... "I checked if there was anything of interest in August, 1961..."
    Read the newspaper ... Michael has serious and sinister doubts about past events in the Blackwood Mansion

Sunday 2 pm

    Return down to the 2nd floor and then down to the 1st floor
    Walk along the lower hallway
    Enter the African Gallery
    Walk to the display case and examine it ... "A pair of huge carved tusks were occupying a corner of the gallery."
    There is a horizontal bar about a quarter way up the case. Pull the bar... "It wouldn't move..."
    Look at the bottom of the display case ... it "seemed to have some kind of panel"
    Remove the panel ... no luck; "It was firmly stuck in place."
    From inventory, use the knife to prize off the panel
    Look just behind where the panel had been ... it "had been concealing a couple of wheels."
    From inventory, use the oilcan to oil BOTH of the two wheels (one at each end)
    Again pull the bar on the display case
    The display case swivels away from the wall

Sunday 3 pm

    Now that the display case has been moved, go to the wall behind it. "The door was heavily barred..." ... nailed up with wooden planks
    "There was no way I could remove those boards with my bare hands."
    From inventory, use the hammer to remove the boards
    Open the mysterious hidden door
    Enter the room. Impossible! ... "The room was too dark to see anything."
    In inventory, use the matches to light the old fashioned lamp
    From inventory, use the old fashioned lamp on the dark opening. You can now see inside in the flickering lamp light.

Sunday 4 pm

    In the middle of the storeroom inspect "An odd looking African mask ..." There appear to be several bamboo poles covering the window of the store room.
    Move them away ... "Now that there was enough light, I extinguished the lamp to save the oil."
    Look at and read the 3 pages of notes
    Look at and read the 3-page letter to Christopher from James
    Exit the storeroom
    Exit the African Gallery
    Walk along the lower hallway
    Enter the guest room
    Look at the typewriter
    Click on it to insert a sheet of paper
    Click on it again to type out a page of Michael's novel
    Extract the typewritten page
    Look at the page ... read it if you like!

Sunday 5 pm

    Exit the guest room
    Go downstairs to the main hall
    Phone Jerry and tell him about your suspicions ... "James Blackwood was into some very weird stuff... and possibly dangerous."

Sunday 6 pm

    Michael is feeling "unusually tired" from all "the events of this day" ... "A good time to go to bed..."
    Return from the ground floor up to the 1st floor
    Enter the guest room
    Lie down on the bed and go to sleep

DAY - 3 (Monday)

Monday 12 am

    Michael wakes up at midnight ... "Something didn't feel right..."!
    Exit the guest room
    Enter the African Gallery
    Enter the storeroom ... the Mask is no longer there
    Exit the storeroom ... see what happens
    You are automatically transported back to the guest room! ... "Once again, I was awakened during a bizarre dream by those scratching noises..."
    Go to the fireplace and look at it
    From inventory, use the stethoscope on the fireplace ... "I had to find out their source..."
    Exit the guest room
    Go down from the 1st floor to the ground floor
    Enter the kitchen
    Open the basement door
    Enter the basement. ... Impossible! "The room was too dark to see anything."
    In inventory, use the matches to light the old fashioned lamp
    From inventory, use the old fashioned lamp on the dark opening to the basement ... it lights up but the old fashioned lamp is flickering (maybe its oil is running out?)
    Enter the basement
    Open the furnace
    Walk into the (unlit!) furnace itself
    Move forward another 4 times ... see what happens
    Exit the furnace
    Proceed (OUT of the furnace) 3 times ... complete darkness! Then continue twice more.

Monday 1 am

    Go forward one last time to finally exit the furnace
    Exit the basement ... "Finally, the last drop of oil inside the lamp had been consumed."
    Exit the kitchen
    Go up from the ground floor to the 1st floor
    Enter the guest room
    Lie down on the bed and go to sleep (properly!)

Monday, October 14th

Monday 9 am

    Wake up! It is now the 3rd day. The storm is over ... there is no rain, thunder or lightning, and it is light outside
    Exit the guest room ... "It was incredibly cold inside the house now."
    Go down from the 1st floor to the ground floor ... "I seriously considered warming up the place"
    Exit the front door ... No go! "... it would be better to do something about the cold atmosphere before leaving the house."
    Enter the living room
    Examine the fireplace ... "I decided it was a good time to make use of that wood"
    From inventory, use the matches to light the fire ... "The wood was now burning nicely in the fireplace"

Monday 10 am

    Exit the front door (again) ... Not yet! "I decided to tell Jerry about my experience during the previous night before leaving the house"
    Phone Jerry and tell him as much as you know about the bizarre situation
    Exit the front door ... finally

    * * * * * * * * * * * * * * * * *

    General instructions for traveling to the garage, greenhouse, and chapel
    (Instructions for traveling to the crypt, since somewhat different, are described later!).
    The easiest and least confusing way to outline the above is to start the description from just inside the mansion ... even though it is not actually necessary to enter the mansion in order to travel to these locations.

    *** From just inside the mansion exit the front door
    *** Click on the fountain

    To the garage:
    Go forward and left
    Turn left
    Go forward twice to the garage

    To the greenhouse:
    Swing a little to the right and notice a path
    Click twice on the path
    Swing to the right
    There is a fork*** in the paths here (the origin of the fork is actually just below the bottom of the screen and hence can't be seen properly!)
    Click the left branch of the fork
    Move forward 3 times to arrive at the greenhouse

    To the chapel:
    From the abovementioned fork***
    Click the right branch of the fork
    Move forward 3 times to arrive at the chapel

    * * * * * * * * * * * * * * * * *

    Go to the garage (see the directions/instructions above)
    Inspect the door handles "A hefty lock was preventing my entry to the garage."
    Open the padlock ... "There was no way I could open it with my bare hands"
    From inventory, take the silver key and open the padlock
    Open the garage door and enter
    Look around the garage (you may want to operate the pedals of the old bicycle and watch its wheel-dynamo light up the bike's headlamp?!)
    Move over to the corner ... there is a corner work table there
    Take the sturdy crowbar (on the floor, leaning against the right end of the work table)
    Look closely at the tool box on the work table
    Take a screwdriver
    Take the pair of pliers
    Leave the tool box
    Exit the garage
    Go to the greenhouse (see the directions/instructions above)
    Enter the greenhouse. You can't! ... "The door to the greenhouse was stuck ..." probably due to rust
    From inventory, take the oil can ... "I poured some oil onto the hinges of the door ... "
    Open the greenhouse door and enter
    Walk forward ... "An imposing but dead tree adorned the center of the greenhouse"
    Walk to the right and skirt the pedestal with the large tree
    Swing to the left
    Climb the stairs to the upper floor
    Go forward, swing to the right, go forward again, and again swing to the right
    Look at the corner work table
    Open the drawer on the left
    Read the 2 pages of notes dated February 7th
    Close the drawer
    Open the drawer on the right
    Take the shears "tailored for trimming plants"
    Close the drawer on the right
    Examine the plant ... "The plant on the top of the table was strangely attractive"
    From inventory, use the shears on the plant ... "I took a few leaves with me."
    Leave the table
    Walk round the upper floor walkway in an anti-clockwise direction
    Take the spade ... "There was a shovel in the planter but it was stuck in the soil."
    Look at the large hose lying on the walkway (you must approach it from the 'correct direction' otherwise it will not react!)
    Grasp the upper free end ... it embedded itself in the soil, near to the shovel
    Grab the lower free end ... it is now looped over the railing and stretches down to the ground floor below
    Go downstairs
    Swing to the right of the tree pedestal
    Look at the tap ... and notice the end of the hose
    Examine the tap ... "Apparently, the water wasn't running." Leave the tap (and hose)
    Exit the greenhouse
    Go forward 5 times, swing to the left, and again go forward twice
    Enter the mansion
    Go to the kitchen
    Enter the basement
    Look around the basement walls and see a wheel on one of the large pipes
    Examine the wheel more closely ... "Try as I might, the valve was stuck and wouldn't budge." ... "I couldn't move the valve with my bare hands."
    From inventory, take your crowbar and insert it into the spokes of the wheel-valve
    Try to lever the wheel open ... no go!!
    From inventory, take the hammer and bang the wheel (with the crowbar still in it) ... the wheel turns
    "I retrieved the crowbar as it could be needed elsewhere."
    Exit the basement
    Exit the kitchen
    Return to the front door
    Exit the front door
    Return to the greenhouse (see the directions/instructions above)
    Enter the greenhouse door
    Go to the tap again
    Turn it on ... the water is running now
    Click on the end of the hose ... it attaches itself to the tap
    Go up the stairs
    Go to the shovel ... the water has softened the soil and the shovel has now been loosened
    Grab the shovel
    Go downstairs again
    You probably noticed a glittering spot near to the tree pedestal and opposite the greenhouse door ... approach and examine it
    Notice that "There was some kind of shiny object beneath the grating."
    Look at it more closely
    Try to grab the shiny object ... "Whatever it was there was no way I could reach it."
    Go to the tap
    Examine the tap again
    Disconnect the hose
    Turn the water on (it is quite likely to be running already!) ... maybe it will flush out the shiny object?
    Look at the location of the shiny object. No! It's still there ... maybe one of the drainage channels is blocked
    Go to the overturned large pot with a bush ... "A huge pot containing a bush had fallen, blocking the drain"
    From inventory, take the shears and clip the bush ... "I removed a few branches and leaves, clearing that corner of the drain."
    Look at the location of the shiny object. It has now gone ... where to?
    Exit the greenhouse
    Go forward twice (as though you were going back to the mansion)
    Swing round a little to the right and go forward twice again
    Look at the pool in front of the large tree
    Examine the pool... see the shiny object
    Pick it up ... it's a small key

Monday 11 am

    Return to the mansion (you may find it easier to return to the greenhouse first, although this is far from essential)
    Enter the mansion
    Go to the study
    Look at the desk ... and particularly at the drawer on the right
    Open the drawer. You can't ... "It was locked."
    From inventory, use the small key to open the locked drawer
    Read the 3-page letter to Catherine from Christopher
    Look at the closed box in detail
    It has a 5 figure combination lock on it. Unless and until you know the combination of this lock you can't open it ... so leave it for the moment!
    Leave the box and close the drawer
    Exit the study
    Walk up from the ground floor to the lst floor
    Enter the master bedroom
    Look at the round mirror on the bedside table
    Click a few times on the round mirror and watch it swivel up and down
    From inventory, use the screwdriver to remove the round mirror from its framework
    Take just the mirror itself
    Exit the master bedroom
    Go downstairs and into the kitchen
    Walk to the crypt

    * * * * * * * * * *

General instructions for traveling to the crypt.

    (The easiest and least confusing way to outline the above is to start the description from inside the kitchen of the mansion ... even though it is not actually necessary to enter the mansion in order to travel to that location.)

    Exit the back door
    Go forward
    Swing to the right until you are at the beginning of the ornate covered walkway
    Go forward twice
    Towards the left side of the screen go forward
    Swing left a little (between 2 banks of brown earth)
    Go forward 3 times
    Go forward to the crypt

    * * * * * * * * * * * *

    Enter the crypt. Impossible! ... "A thick wire was tied between both handles...". This makes it impossible to manipulate with bare hands
    From inventory use the pliers on the wire
    Open the crypt door and enter
    Go forward
    Look at and open the lower coffin ... "A corpse in advanced stages of decomposition was inside the coffin"
    Close the coffin
    Look at and open the upper coffin ... "Curiously enough, this coffin was completely empty"
    Look at the plaques beneath these 2 coffins ... James T. Blackwood and Catherine Blackwood
    Examine the plaques ... "According to the plaques, both Mr. and Mrs. Blackwood had died the same year"
    On the floor immediately below Catherine's plaque is an ordinary rock
    Pick it up
    Look upwards ... the "Large windows in the dome above barely allowed sunlight to enter the crypt"
    From inventory, throw the stone at the window in the dome (N.B. If you are not in the right position you cannot do this ... you need to be close to the door of the crypt)... "I hurled the stone at the window but sadly, it missed it and bounced off the ceiling, flying out of sight"
    Look at your inventory ... indeed, the rock is no longer there
    Go down the steps to the floor below
    Examine everything there
    Look at the tiny coffin ... could it be a baby ... "the dead child of James Blackwood."?
    Open this little coffin ... No! Enough sights of decaying bodies
    Look at the plaque beneath the very small coffin ... it's too dark "to make out what the plaque read."
    In the corner notice the stone which had finished up there
    Pick it up
    Go upstairs again
    Look at your inventory ... the rock is back there again
    From inventory, again throw the rock at the window (N.B. If you are not in the right position you cannot do this ... you need to be close to the door of the crypt) ... this time the glass smashes into very small shards, letting in more light
    Go downstairs again
    There is a little more light now
    Look again at the plaque beneath the small coffin ... it's still too dark to read it

    Return upstairs In inventory, attach the piece of wire to the mirror (or vice versa)
    From inventory, fix the mirror with the wire to the candle holder which is to the right of the door of the crypt ... the bright sunlight light is now reflected downstairs
    Go downstairs again
    Look at the plaque underneath the baby's coffin ... "The inscription was too eroded, but it seemed the name began with the letter 'R'"
    Return upstairs
    Exit the crypt
    Swing just a little to the right
    Go forward 5 times

    Swing to the right Go forward along the ornate covered walkway
    Walk up the steps to the back door of the mansion
    Enter the back door of the mansion
    Go right through the kitchen
    Go up from the ground floor to the 1st floor, up again to the 2nd floor Go up the stone steps towards the tower (as previously)
    Go up ONE flight only
    Stop at the open window (if not left opened, then open it ), look out onto the rooftops, and see the rope still hanging down
    Climb down the rope 4 times
    Enter the window of the nursery
    Look at the 6 bricks scattered on the floor beside the wheelbarrow
    The 4 bricks on the left side spell out the letters 'O'; 'B'; 'I'; 'N';
    This would appear to be the last 4 letters of the baby's name ... i.e. "(R)obin"
    Note the numbers on the tops of the blocks ... 6 (or 9), 0, 9 (or 6), 7
    Leave those blocks and examine the blocks inside the wheelbarrow ... Remember the first letter of the child's name? ... "R"!
    Indeed, the 2nd block from the left on the 3rd row down (partly hidden by the handle of a toy) IS the letter "R", and its number is 5
    Leave the blocks and the wheelbarrow
    Exit the nursery through the window, climb back up the rope, and enter the window to the tower (as previously)
    Go down from the tower to the 2nd floor, and then to the 1st floor, and then down to the ground floor
    Enter the study
    Look at the desk and open the drawer on the right side
    Click on the box and look at the combination
    Assume that the combination IS the numbers associated with the name of the child i.e. the numbers associated with the word "Robin"
    To enter the combination, position the 'forefinger-icon' onto each of the 5 tumbler-wheels in succession and keep clicking to rotate them. View the incrementing combination number for that tumbler-wheel at the bottom of the screen
    As deduced from the blocks in the nursery, the correct combination to enter from left to right is ... 5; 9; 0; 9; 7 (but either or both of the "9"s could be upside down ... i.e. not a "9" but a "6")
    When you arrange the final correct number, the view of the combination suddenly automatically changes to a view of the box

Monday 12 pm

    Click on the combination lock and the box opens
    ( To 'deal' with this box carry out the following steps :-)
    Notice a 'gate' in the middle, and a small block at each end
    Click once on the gate in the middle
    Click on the block on the left side
    Click twice more on the gate in the middle
    Click on the block on the right side
    Click on the bottom of the box itself ... it opens
    Take the heavily adorned key

    Leave the box Exit the study

    Exit the mansion Go to the chapel (see the directions/instructions above)
    Enter the chapel. You cannot enter! ... "The massive double doors leading to the interior of the chapel were locked."
    Open the doors ... they are locked
    From inventory, use the heavily adorned key to open the chapel door and enter
    Look around the chapel
    Walk up the spiral staircase
    Look at the cabinet
    Open the cabinet
    Open the fairly small drawer
    Take the bible inside the drawer
    Open the bible
    Click 4 times on the pages ... and reveal a heavy nail
    Take the nail
    Close the bible
    Close the drawer
    Close the cabinet
    Go down the stairs
    Go forward towards the mottled red carpet and the statue at the end of the chapel
    Swing to the right
    Go forward to the 3 chairs
    Swing round to the left
    Look at the ring on the gray-white (large tiled) floor ... "It was some kind of small metal ring ..."
    Go forward
    Swing right, and look at the top of the "large wooden statue of Christ"
    Look at the board behind the head of the statue ... "I've always wondered INRI means ..."
    Look down at the very bottom of the statue ... there is a noticeable hole in the feet
    From inventory take the heavy nail and insert it into the hole
    Look again behind the head of the statue ... "Something was curiously different about the INRI sign now."
    Deal with the sign ... No! "I couldn't reach it!"
    Return to the ring in the floor
    From inventory, use the crowbar to pull the small metal ring. See what happens to the floor ... Interesting, eh?
    Return to the INRI sign behind the head of the statue
    From inventory, use the crowbar on the sign. WOW! ... observe the surprising effect on the statue

Monday 1 pm

    Go to and look at the floor... observe the square opened area
    Enter the square opened area ... down a ladder and into a secret room
    Look around the secret room even though it is almost completely dark Observe a candlestick ... "It was nearly impossible to discern anything in the secret room, but that seemed to be... a candle."
    From inventory, use the 2 remaining matches to light the candle. ... it is very bright (but understandably flickers somewhat)
    Examine the wooden table in one corner of the room
    Take the piece of wood on the table ... "The branch was very odd looking."
    Look at the 2 sets of papers on the table
    Read the top set ... a 3-page letter dated march 26th from Christopher to James
    Read the bottom set ... 6+ pages of notes about the African tribe Dhalmaar, and instructions for exorcising the cursed evil vicious god, etc.

    MAKING THE AMULET (to be used on/against the malevolent mask): ... "Two main elements were required to perform the exorcising of this evil and they had to be strictly related to each other; one representing the 'victim' and the other representing the 'victimizer.'" ... These 2 elements have to be mixed with a rare medicinal plant native to the region ... Then they must be blended together ...

    Finally the resulting substance must be inserted as a holder into the branch of a particular tree ... "It is on this item that a mysterious blessing was performed" ... "It should be noted that all elements have to be organic"

    Go to the ladder and exit the secret room
    Exit the chapel
    Return to the mansion
    Enter the front door
    Phone Jerry. Talk to him about the worrying and maybe serious apprehensions concerning the previous owner of the house ... but "James Blackwood passed away on June, 1963."
    Walk from the ground floor to the lst floor, up to the 2nd floor, up the wooden stairs, to the attic (as previously)
    Look at the newspapers
    A 3rd line has been added (below the previous 2 captions) to the sentences in blue at the bottom of the screen ... "I went through the news during June, 1963..."
    Click on this line to continue (as previously)
    Read the accusations made by Mrs. Eva MARIANI (former maid of the Blackwood family)
    Note the written scrawl at the end of the newspaper article ... 'BAILEY 01665 65217'
    Return down to the 2nd floor, then down to the 1st floor, and finally down to the ground floor
    Go to the main hall
    Access the phone and click on the third (blue) line down ... "I dialed another number..."
    Phone Bailey ... 01665 65217
    Have a long conversation with Mr. William Bailey, the former police chief of Rothbury, regarding the Blackwood's subject. Mention James and Catherine Blackwood, Eva Mariani, Dr. Christopher Milton, etc.

Monday 2 pm

    Phone Jerry ... explain the situation to him. He warns Michael of potential dangers if he remains in the house!
    Exit the mansion
    Walk all the way down the garden towards the gates
    Open the post box
    Look inside and see the envelope
    Open and read the 3-page letter dated April 28th. 1963 from Eva Mariani (former maid of the family) to her mother ... translated from the Italian and mailed by Barbara!
    Return to the mansion
    Open the front door and enter
    Go to the kitchen, and then through it to the maid's room
    Go to the bedside table close to the top of the bed
    Look underneath the table
    Notice a small floorboard (a bit different from the others)
    Open the floor board
    Examine the photograph hidden inside
    Exit the maid's room
    Exit the kitchen
    Walk through the ground floor to the front main hall
    Phone Jerry. He warns Christopher again ... "I've been thinking about what you told me..."
    Exit the front door
    Again walk the length of the garden to the front gates
    Go to the post box
    Open the post box
    Look at the 'scroll' (lying partly on top of the letter observed earlier ... and still there!)
    Read the notice of eviction dated Oct. 12. 1976

Monday 3 pm

    Go to the boot of the car and open it
    Take the discharged battery
    Walk to the garage (see the directions/instructions above)
    Open the door of the garage and enter
    Look at the bicycle ... "There was an old and dusty bicycle in the garage. It seemed to have some sort of device attached to it."
    Look at the 'object' pressing on the rear wheel of the bike ... "I realized that the device had to be a dynamo"
    Operate the pedals of the bike, thereby rotating the shaft of the dynamo and generating a current of electricity ... See the headlamp light up
    "A small crate was sitting near the bicycle." ... From inventory, place the discharged battery onto the crate
    Try to operate the pedals of the bike again, but this doesn't work ... "Having the cables connected first was probably a good idea..."
    If you look carefully, there are electric wires going from the dynamo to the headlamp (these are rather difficult to see!)
    Look at the dynamo
    Use the dynamo ... i.e. attach the wires from the dynamo to the battery (these are also rather difficult to see!)
    Operate the pedals again ... Generating a small current of electricity which partially charges up the battery (note that the headlamp no longer lights up since its leads are now disconnected!)
    Take the battery (now with "a small charge")
    Leave the bicycle
    Exit the garage
    Return to the car
    Open the boot of the car
    Replace the (charged) battery to "the spot where the car's battery was..."
    Enter the car
    Operate the ignition key ... But Michael's conscience won't let him leave until he has dealt with the strange occurrences at Blackwood Manor

Monday 4 pm

    Return towards the house
    Start walking towards the chapel and go to the previously mentioned fork*** (see the directions/instructions above)

    Click once only on the right fork (the one that leads to the chapel)
    Very carefully swing just a tiny bit to the left and observe the shadow of the tower on the ground (it is not too easy to see this due to the relative lack of contrast ... it is just immediately to the left of the path to the chapel and VERY close to that path!)

    From inventory take the shovel. If you dig anywhere near this shadow but not EXACTLY ON IT you will simply get the statement "The soil in this area of the garden was devoid of life"!

    However, from inventory, take the shovel and dig in the ground at the very top of the shadow of the tower (You must ensure that the mid-point of the shovel is on the top of the aforementioned shadow. If it is NOT, then you'll just dig an empty hole in the ground, and may have to repeat 2 or 3 times!)
    Uncover the "dead body of Catherine Blackwood ... in this improvised tomb."
    Look at her poor skeleton. Something is wrong with her teeth; they jut out "at disturbing angles..."
    Try to remove one of her teeth ... "I tried to pull out a tooth without success."
    From inventory, take the pliers and extract one of her teeth

Monday 5 pm

    Use the shovel which is stuck upright in the ground to fill in the earth back into Catherine's crude grave ... "I quietly left, burying Mrs. Blackwood back to her dead, cold dreams..."
    Return to the mansion
    Open the door and enter
    Go up from the ground floor to the first floor
    Enter the African Gallery
    Look at the black statue with no head
    Observe it closely ... "something that looked like a lion's claw was firmly attached to a necklace."
    From inventory, use the pliers to remove the lion's claw
    Exit the African Gallery
    Return downstairs from the 1st floor to the ground floor
    Enter the kitchen
    Look at the table ... on it is "a nice, rustic, old-fashioned grinder."
    Open the grinder
    From inventory take "the tooth that I shamelessly took from the cadaver of Catherine Blackwood", and place it into the grinder
    Close the grinder
    Turn the handle
    Open the drawer at the bottom of the grinder
    Take "the remains of the tooth I ground..."
    Close the drawer
    Open the grinder again
    From inventory take the lion's claw, and place it into the grinder
    Close the grinder
    Turn the handle
    Open the drawer at the bottom of the grinder
    Take "the remains of the claw I took from the gallery..."
    Close the drawer
    In inventory, look at the 2 'remains (dusts)' and mix them together
    In inventory, put the 2 'remains (dusts)' onto the 'African plant leaves' ... "the leaves were now mixed with dust from a tooth and a lion's claw"
    Exit the kitchen
    Go upstairs from the ground floor to the 1st floor, and again up from the 1st floor to the 2nd floor
    Walk a little way along the upper hallway, and on the right see 2 doors close together
    Face these 2 doors
    Open the door on the right ... it is the 2nd (upper) floor bathroom (under construction)
    Look at the bricks in the right corner ... "just a pile of old bricks"
    Examine the bricks nearer to the toilet
    See the small metal rod
    Pick up the small metal rod
    Go through the connecting door to the left of the stained glass window
    Look around the workroom
    Look closely at the (primus) stove on the bench
    Note that one of the 3 metal supports is missing.
    From inventory, fix the metal rod into the stove
    From inventory, fix the lid of a can onto the 3 supports ... this 'completes' the stove
    Put the mixture (of leaves and 2 types of dust) onto the top of the stove
    From inventory, take the (single) remaining match and light the stove ... you obtain a 'stone' ... "it was almost organic."
    Take the resulting stone ...
    In inventory, use the branch as a holder for the stone. "I attached the stone to the branch" making an amulet ... "The amulet was complete now."
    Exit the workroom into the upper hallway
    Descend from the 2nd floor to the 1st floor
    Go to the African gallery
    Enter the storeroom
    From inventory take the amulet and use it on the mask ... in order to exorcise its demons !!!
    Exit the storeroom
    Exit the African Gallery
    Go down from the 1st floor to the ground floor
    Go to the living room. OUCH ... "I heard those horrible noises again. They just wouldn't... stop..."
    Examine the living room fireplace ... the wood has been moved exposing a grating
    Open the grating
    Enter the opening
    Go down into a 'forbidden zone' ... a hidden passage!
    Look all around the hidden passage ... there is nothing much that can be done there
    However there is a heavy door there ... go to it
    Open the heavy door and enter "the lair"
    Continue forward twice.
    Look at and examine the 'black opening' (which is apparently the other side of the basement's oven) ... "Several bricks had been removed from this wall, resulting in a large hole."
    Look around the lair and examine the various items there ... In particular examine the teddy bear
    Return to the large hole
    In close-up , click on this black opening

    WATCH THE SINISTER PROCEEDINGS, AND OBSERVE THE END SCENES OF THE GAME ... E N J O Y :~ ))

A D D E N D U M .

    This may seem like an Easter Egg but it is not. It is a small addition to the game itself which adds some minor details ... but it is not essential to finishing the game:

    (You can perform the following any time, but only after 9 am on Day-3, Monday Oct 14th)

    If you have not already done so look very carefully at the General Contractors' renovation statement inside the safe, in the master bedroom
    Did you notice the telephone number at the bottom?
    It is from the National Bank of Northumberland ... contact number (01912) 94144

    Go to the main hall (it's wise to save here, since otherwise you can't participate in all of the branching options!)

    Use the phone and go to "I dialed another number..."
    Phone the National Bank of Northumberland ... i.e. phone number (01912) 94144 ... "Good day, the National Bank of Northumberland. Robert Blake speaking."
    There are two options in blue at the bottom of the screen as follows:
    "I asked about Dr. Christopher Milton..."
    (Reload your save-game)
    "I asked about James Blackwood..."
    Follow all the various branching options (not elaborated here ... in order to avoid disclosing some items of the narrative)

See the metzomagic.com Review of Scratches.

Copyright © Len Green 2006. All rights reserved.