The Sisters *** Walkthrough --------------------------- 'The Sisters' is an Interactive Fiction game created with ADRIFT. This walkthrough details not only how to complete the game but also how to pick up a score of 100% by completing tasks that are not necessary to finish the game. 1) Inside the Car ----------------- You wake up after the crash and you are trapped in your car. THe seatbelt is jammed so you can't get out. Open the glovebox and take everything that you find inside. Then use your penknife (open it first!) to cut the seatbelt. Once free it's simply a matter of opening the car door and getting out. NOTE: Once you get out of the car you can't get back in, so if you're looking for 100% then remember to search the dashboard before you get out. You'll find your car keys and be able to take them. 2) The road ----------- You are now standing by your car. Go north to the roadside. You can go east here, but there's no point. Go west. Examine the footprints. You can go west again and get your first glimpse of the lake and Chatfield Manor, but there's no need. Having examined them, follow the footprints into the wood. If you spend long enough messing around here then you'll pass out from loss of blood and die. You have 30 moves after leaving the car. 3) Lost in the Woods -------------------- You are now lost in the woods. You'll see a first aid box here. Take it, open it and put the bandages on to stop the threat of bleeding to death. Go south to escape from the woods. 4) Out of the woods and into Chatfield Manor -------------------------------------------- Head south from the Clearing in the Woods. You'll be on the Path out of the Woods where you will see a mound of dirt. You can examine this or try and dig it up, but it serves no purpose. It's just a cynical attempt to freak the player out a bit. Keep going south until you are By a Steep Decline. You'll be able to see Chatfield Manor. NOTE: This is important. Before you attempt the next bit make sure that your penknife is CLOSED or you will die. Climb down the decline. You'll stumble, fall and knock yourself out. When you wake up, go west until you are at the front door of the house. You'll see a button for the doorbell and a door knocker. The button doesn't work, so you'll have to use the door knocker. When you do so the door opens and you are greeted by a friendly-looking man, but you pass out from the physical and emotional stress of the day. 5) The Guest Room ----------------- You wake up in the guest room. Your belongings have been taken, along with your socks and shoes. You will also find that the exit is locked. You can collect the objects and explore the room in any order, but you should do the following. Go west into the guest bathroom and examine the sink to find a flannel. Whilst there examine the mirror to pick up a couple of extra points. Go back into the guest bedroom. Examine the bedside table and open the draw. Take the heavy book. Examine the desk and read the paper to get some important information and a key to the wardrobe. Unlock and open the wardrobe and get the coathanger. You need to bend the coathanger to turn it into metal wire and the put some newspaper under the door. Having done this you can insert the wire into the keyhole. Pull the paper and you will get the doorkey. You are then free to unlock the door, open it and leave the room. 6) The Second Floor ------------------- Go west into the library and examine the bookshelves or books. Put the book from the guestroom onto the shelf and it will collapse. Pick up the piece of wood. Go back east. You can go south into the attic if you want. Examine the cases and boxes to get more information about the house, but nothing that's crucial. Go back to the landing and then down to the first floor. 7) The First Floor ------------------ Go north to the end of the landing. Open the closet for more points. Head west into the bathroom. Examine the cabinet to pick up another point. There is a bedroom to the east, but you don't need to go there at all. Head south to the stairs and then south again. Go east into the bedroom. Open the chest and take the diary. Read it. Go back west and then west again into the Display Room. Examine the cabinets and plaque for more information about the house and story. Take the urn. YOu will learn that there is something inside the urn, but you can't fit your hand inside it or tip it out. The urn also resists all attempts to smash it. You'll need to take drastic measures. Go back east and then south to the end of the landing. Go east into the Study. Examine the papers for more background information. Take the trophy. It's dirty and you can't make out who it's for. You can clean the trophy with the flannel, but only if you have wet the flannel first. You can wet the flannel in either bathroom or the kitchen. Having cleaned the trophy with the damp flannel you'll see who it's for and you'll also acquire the fishing hook. Go back west to the landing and then west again to the last Bedroom. The bedside table has a draw in it, in which you'll find a tin of pickled herrings. Open the wardrobe and take out the socks and shoes. Go west, and then north. Go back into the Display Room and put the now clean trophy into the cabinet for a couple of bonus points. Go north again and you should be at the stairs. Remember the urn? Throw it over the bannister - you can also do this from the second floor - and then you're ready to go downstairs. 8) The Ground Floor ------------------- You are in the Entrance Hall. Take the parchment from the urn and you'll get some important information. You'll also acquire the twine. Try and open the front door to get a bonus point. Go west into the corridor. You'll be told that you can't pass through bare-foot, so wear the socks and shoes you got from the bedroom upstairs. Then you can go south into the kitchen. Take the tin opener. You can take the bread but it serves no purpose. Open the pantry and take the cheese. Head back north and east to the Entrance Hall. Go south into the Living Room. Take the mousetrap. There is a mousehole in the skirting board, and something inside it, but any attempt to get it will result in you being bitten by a mouse. Open the tin of herrings with the tin opener. The opener will break, but you'll still be able to pour the oil from the tin onto the rusted mousetrap. Then you'll be able to set the trap, bait it with the cheese and put it on the ground. You'll then be able to put your hand into the mousehole and get the newspaper and padlock key. 9) The Lake ----------- Go back to the kitchen and through the back door. Go west until you come to the jetty and the rowing boat. Unlock the padlock and get into the boat. Row west to the centre of the lake. You need to go fishing at this point, so tie the twine to the fishing hook and to the piece of wood. Then go fishing. You'll pull up the music box. If you try to open it anywhere except the right room you'll be told that it's not the right place to open it. If you want to unpack the story further then try to row west twice more. Then row east back to the jetty. Go back into the kitchen, through the corridor and into the entrance hall. Go north into the Dining Room. Examine the portraits for more house info. At this point you can go west into the Back Room and explore that to flesh out the story, but it's not necessary. From the Dining Room go east into the Music Room. Open the music box. Pick up the iron key and head back to the kitchen. 10) The Cellar and To The End ----------------------------- In the kitchen unlock the metal door and open it. Go south into the stairwell and then down to the cellar. Go north to the corner of the cellar and examine the object for the final piece of the jigsaw. Having done this you will find that, after two moves, you automatically head back to the entrance hall. After meeting some important characters, you'll automatically head up to the Guest Bedroom where you started your exploration of the mansion. Smash the window and sit back to see how the game ends!