You didn’t think you’d be leaving the lodge so quickly, surely?
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This chapter involves some very interesting tasks that relate to Nancy’s passions: mineralology and geology.
Here’s our walkthrough.
Leave the bedroom and head to the front of the lodgeto meet up with Kimi and progress the story.
Before taking the stairs down, you caneavesdrop on some conversationsinGuest Bedroom 3and theServant’s Quarters!
You’ll need to firstcollect sometoolsto be used with her expertise and thenfind some samplesto examine.
Before you get on with these tasks, there’s a missable conversation to overhear going on in theStudy.
As ever,[listen with glass]to hear it.
There’s also an ice box with a puddle underneath.
To get to the Boathouse, you’ll need to leave the lodge and move to the southeast.
Enter the boathouseusing the door to its left and then[initiate the tacklebox]inside.
[Pick up hammer]to complete this task.
How To Get A Shovel
The shovel is also found outside the lodge.
You’ll need toenter the Garden Shed, which is to the right of the lodge.
It’s one screen north from the axe in the stump.
First, leave the lodge and head to the south until you hit the Bridge.
Then, head east until you reach theJetty, which is a short pier.
On this screen,[dig for a sample]to get the first of three.
While on this screen, use[examine log]to discover a whistle.
Naturally, use[take whistle]to grab it - you’ll need it very soon!
It’s revealed to be a duck call.
From the Jetty, head west until you reach a dead end withKimi and the cormorants.
To do so,[blow duck call].
Then,[take sample]once Kimi has left the screento get the second of three!
As with Kimi, you’ll need to find a way to get rid of Albert.
With him gone,[take sample]to get the third and final sample!
Nancy will mention asking Albert to borrow his kit, so we’ll need to do that.
First,open your inventoryand use theeye icon and the loupe iconwith all three samples.
Also, do this with the plate you picked up to determine its usefulness as a streak plate.
He’ll refuse, of course, but this is a necessary step to progress the story.
When prompted, enter the Dining Room.
Of course, there are some interesting things to do that you might miss otherwise!
This will end the chapter.
Grab a cup of tea and crack the case with these cozy mystery games.