Welcome to the complete walkthrough for ‘Lord Winklebottom Investigates’! In this guide, I will help you navigate through the tutorial, prologue, and Act 1 of the game. Throughout the guide, I will bold any items that you can pick up for the first time in each section. It’s important to note that you should talk to every character and explore all possible discussion points, as this will help you progress in the game. If you ever get stuck, try going back to characters you’ve already talked to in case any new discussion points pop up. Let’s get started!
Tutorial & Prologue: The Journey
When the prologue begins, you’ll find yourself outside a pub called The King’s Snout. Talk to the landlord and discover that your guide, Salty Walters, has locked him out of his own bar. He asks for help getting the keys from the right-side second-floor window, but Lord Winklebottom can’t reach them on his own.
Go to the right to the docks and talk to the dock worker. He’ll tell you that Salty Walters hasn’t paid his docking fees, but he’ll waive the issue if you help him fix his boat. You’ll need to find him some wood and melt a barrel of tar.
To the left you’ll see a seagull and a box of tools. If you try to take the tools, the seagull will scream at you; likewise if you try to talk to him. Ask the dock worker and he’ll explain that the seagull needs a drink before you’ll get anything out of him.
On the dock is a pile of rope; pick it up for later. On the right side of the screen is a boat hook; take it and go back to the pub window. Using the boat hook you can now reach the keys. Give them to the landlord and you’ll now be able to enter the pub.
Once inside, take the empty barrel by the bar that the barkeep complains Salty Walters emptied out. Try to take the jug of rum on the counter; the barkeep will yell at you. But talk to him and he’ll let you take the rum after all. He also says he won’t light the fireplace unless it gets a lot more cold.
Go back outside and try to open the second-floor left-side window, but you’ll accidentally break it. Go back inside and people will complain that it’s too cold, so the barkeep will light the fire. Steal the poker from beside the fireplace and stick it in the fire to heat it up.
Go to the right back to street and then the docks. Offer the rum to the seagull and then take the saw from the toolbox to cut up the empty barrel into wooden boards. Then stick the hot poker in the barrel of tar. Now hand both the sawed-up boards and the hot poker with tar to the dock worker, and he’ll fix up the boat and give you Salty Walter’s dock permit.
Go back to the pub and talk to Salty Walters. Learn that he does not like the smell of salt water, and despite showing him the permit, he won’t be leaving while he still has his drinks.
Go back to the dock and tie the rope around the now-empty jug of rum. Then dip it in the sea to fill it up with seawater. Now go back to the pub. In the top right corner is a bell; ring it and Salty Walters will think the bar is closing and leave his table. Quickly pour the seawater into his last glass of beer. Now that his drink is spoiled, he’ll agree to sail you to the island.
Go meet Salty Walters at the dock and discover that his ship is in fact a rowboat. It doesn’t look seaworthy, but off you go anyway.
Act 1: The Case of the Expired Axolotl
Once you get to the mansion, Beryl the maid will tell you that Gilfrey has died. When you’re done talking to Beryl, I recommend that you explore every room in the mansion and investigate as many objects as you can. Only once you have spoken to all the guests inside will you be able to go out front and talk to Pumphrey the gardener.
When you come back inside, there will be a great commotion as first Constance and then Salty Walters will start screaming about seeing a monster outside. After you calm them down, Beryl will tell you about the Barghest, a monster said to roam the island of the same name. She’ll also tell you that Madame Lavinia has misplaced her crystal ball.
Go to the dining room and talk to Madame Lavinia about her crystal ball. She’ll say that Dame Celia has stolen it. Since she can’t hear, you will have to show her a book of The Scottish Play.
Go to the drawing room and investigate the fiction books at the bottom of the bookcase, next to the suit of frog armor. Pick up the book “McDeath” and take it back to the dining room to show Dame Celia. In her distress the crystal ball will fall out of her beak.
If you try to phone the police to report Gilfrey’s suspicious death, in true murder mystery form, the lights will go out… and when they come back on, you’ll see someone has cut the telephone line!
To fix it, pick up the pruning shears from the orangery and a coat hanger from the wardrobe in the study. Use the pruning shears on the coat hanger to make wire, which you can then use to fix the telephone line and try to call Scotland Yard, but the call goes down a second time.
There is an impression of a key in the mud just outside the front door. To make a mold, you will have to go on a bit of a scavenger hunt.
First, go to the study and investigate the science books on the bookshelf. A botany textbook will tell you about pitcher plant sap. While you’re there, pick up the letter opener from the desk.
To collect the sap, first go to the bathroom and get an empty medicine bottle from the cabinet. Then go to the orangery and use it to collect sap from the pitcher plant. Next, go to the kitchen and look in the cabinet on the far left to get a single match in a matchbox.
Then use the letter opener on the dumbwaiter to keep it open and investigate in order to take a look downstairs. You’ll see several things, including a bottle of lye, which Lord Winklebottom reluctantly picks up.
Lastly, ask Beryl about a heat source, and she’ll direct you to Pumphrey, who will grouchily retrieve a lamp for you. Light the lamp with the match, and you’re ready to do some science! Start by pouring the pitcher plant sap into the mold, then add the lye, and finally use the lamp. After a few moments you’ll get a key.
In order to examine Gilfrey’s body, we need to turn off the pressure valve in the study. First, use your newly minted key to open the cellar door from the kitchen and turn off the water pump.
If you try to turn the pressure valve, it won’t move, so first we’ll first have to grease it up a bit. Go back to the kitchen and pick up a kitchen knife and a saucepan, and then some butter from the refrigerator. Open the cooker to reveal some coals, and light them with the lamp. Then put the saucepan on the stovetop and add the butter to melt it.
Lord Winklebottom can’t pick up the now-hot pan, so we’ll need something to soak up the melted butter. For this we’ll need the tie off the taxidermied moose head in the front hall. But if you try to use the kitchen knife on the tie, Beryl will be aghast. Politely suggest to her that she get some rest, and she’ll leave. Now you can cut the tie off in peace.
Use the tie to soak up the grease from the saucepan, then go back to the study and use it on the pressure valve. But now we need some leverage, so go back to the drawing room and take the axe from the suit of frog armor. (While you’re here, go to the orangery and talk to Pumphrey, who’s finally come inside.) Stick the axe in the pressure valve, and you’ll finally be able to flush Gilfrey’s body out of the tube and perform his autopsy, the lawyer’s concerns notwithstanding.
And that wraps up our share on Lord Winklebottom Investigates: Lord Winklebottom Investigates: Complete Walkthrough Part 1. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by poetisa16, who deserves all the credit. Happy gaming!