Welcome to the second part of our complete walkthrough for Lord Winklebottom Investigates! In this guide, we will be covering Act 2 and Act 3 of the game. As you play, keep an eye out for bolded items, as these are important for progressing through the game. It’s also important to talk to every character and go through all possible discussion points, as some items can only be picked up or investigated after speaking to a character. If you get stuck, try going back to characters you’ve already spoken to in case new discussion points become available. Let’s dive in!
Act 2: The Game Is Ahoof! Part 1
Before you can look around the Isle of Barghest, you will need a map. Go back to the study and you’ll find it in the left-hand drawer of the writing desk. Look in the right-side drawer and pick up an empty envelope for later, too.
Go out front and find that the storm has cleared. Talk to the lawyer Spode before heading out to explore. If you try to get to the lighthouse at this point, you’ll have to go through the forest, but you’ll just go deeper and deeper before losing your way and having to backtrack.
I recommend going to the family crypt first, first taking a look around and talking to Constance and her fiancé Sir Winslet, and then heading to the crypt itself. Here, use the kitchen knife on the vines covering Ethelberta’s grave for use later.
Next, head over to the jetty, where Salty Walters is about to head out, swearing sobriety after last night’s terrible fright. Head to the right along the beach into a cutscene, where you discover an Inspector Culver who flew all the way from the Special Branch to the island in the storm last night! Once the scene ends you’re back at the jetty, so head out along the beach once more.
Once on the beach, you’ll see an obvious cave on the right and some less obvious driftwood on the left. Go inside the cave and discover Gilfrey’s submarine as well as some old barrels of gunpowder. To properly explore the submarine, we’ll need to head back to the manor.
At the manor, go to the study and retrieve the axe from the pressure valve. You can try to take the helmet from the diving suit, but Lord Winklebottom doesn’t want to be encumbered with it at the moment. Return to the beach and use the axe to retrieve the driftwood, then use the vines on the driftwood to make a plank, which you can use to cross the lake.
Now you can explore the submarine! While looking around, pick up the crowbar next to the red couch on the right. Also be sure to inspect the logbook to find a note about Gilfrey and Ethelberta’s special tune, whatever that is.
Also, if you look out the window, you’ll see there’s one more person you haven’t yet met… but in order to go out the airlock, you’ll need that diving helmet back at the mansion.
Head back to the manor and retrieve the diving helmet from the study. In order to make it work, you’ll need to seal it off and also find a way to breathe.
Go to the dining room and eat the flowers on the dining table, then take the glass vase. Next, go to the orangery and pick up the hose on the floor left to the remains of Pumphrey’s body.
Lastly, go back to the bathroom and inspect Gilfrey’s body to retrieve the key to the attic from his pocket. When you open the door, you’ll see a prayer book on the stairs; pick it up for later. The second door to the attic is also locked, so use the crowbar on it.
Once in the attic, you’ll meet Ambrose the butler, who’s been locked in all night. After letting him go to get some rest, explore the attic. Be sure to pick up the packing tape from the floor, a tiny screwdriver from the collection of junk in the large trunk, and the dust sheet from the strange machine.
Now that you have the tape, you can attach the hose and the vase to the diving helmet to modify it for Lord Winklebottom.
Head back to the submarine and go out the airlock. Now you can talk to the octopus, who has gotten tangled in some wire. When you’re done talking, exit the submarine and use your knife to cut off the wire and add it to your inventory. Talk to the octopus again and learn that there’s a strange ship sitting off the coast of the island.
It’s time to return to the manor and conduct an autopsy on poor Gilfrey’s. Try to interact with his body and Dr. Frumple will tell you he needs a knife, needle and thread, and an apron to perform an autopsy.
Go to the kitchen and get a spare apron from Beryl the maid. (For me, this item didn’t show up in my inventory.) Next go to the dining room and see that Dame Celia has a haberdashery bag with all the implements you need, but sadly Lord Winklebottom’s scruples kick in an refuse to steal this particular item. You can try to ask Dame Celia for her sewing kit, but since she still can’t hear, you’ll have to make her a hearing trumpet.
Return to the drawing room and inspect the gramophone trumpet. It’s held in place with a screw, so use the tiny screwdriver to get the trumpet. Use it on dame Celia and she’ll hold it up to her ear. Now you can finally talk to her! Ask to borrow her sewing kit, and a needle and thread will automatically be added to your inventory.
Go back to the bathroom and now Dr. Frumple will be able to perform an autopsy. His conclusion is that, surprise, surprise, Gilfrey died from salt poisoning. Some villain added salt to his freshwater pipe network! (Not like there weren’t any clues or anything beforehand.) Now the game is truly ahoof!
Act 2: The Game Is Ahoof! Part 2
Now that we know Gilfrey was murdered, it’s time to do some detective work. But first, go back to the study and inspect the coin case on the table with the globe, to discover that the coins have been stolen! In the dining room, retrieve the stolen coins from Dame Celia’s beak. Go back to the attic and use an old coin on the machine, to discover Reverend Peabody’s secret.
Now go back around the mansion and talk to everyone, plus be sure to inspect any new items you see. Lastly, don’t forget to go back to the family graveyard and speak to Constance and Sir Winslet. Constance will tell you about her father’s secret safe as well as the tune he and her mother both enjoyed.
Once you’ve talked to everyone and filled up your notebook, returning to the main hall will trigger Lord Winklebottom to suggest doing a seance with Madame Lavinia to expose the killer and maybe even talk to Gilfrey’s departed spirit!
Go to the dining room and discuss the possibility of a seance with Madame Lavinia. She’ll tell you that she needs three signs before the ghost of the departed appears: A chill in the air, a ringing bell, and a burst of flame.
First, use the thin transparent wire on the dining room window and clock. Then go back to the cave and use first the crowbar and then the empty envelope on the barrels of gunpowder to get an envelope of gunpowder. Return to the dining room, put the envelope in the fireplace, then attach a final wire to it. Lastly, use the knife on the dust sheet to get a dust sheet with holes.
Tell Madam Lavinia you’re ready for the seance, and she’ll begin. Each time she asks for a sign, pull the correct wire, and she’ll proceed. When she asks the spirits to manifest their presence, throw the dust sheet over Dr. Frumple and make him fake Gilfrey’s ghost.
If you wait too long, she’ll end the seance and you’ll have to start again. If you’ve already used the wire on the gunpowder envelope, you’ll need to retrieve another empty envelope, fill it with gunpowder, and reattach the wire before trying again.
Unfortunately, no one wants to respond to Gilfrey’s ghost, so Madame Lavinia will end the seance. However, out in the family crypt, something strange is happening…
If you haven’t already, head over to the family crypt and ask Constance about a tune her parents may have shared, and about her father’s safe. Then go back to the submarine and play the music Constance mentioned on the organ; at the end, a note will pop out. It contains a code of sorts to open the safe in the drawing room.
To find the right combination, you’ll need to know where certain Gilfrey family events took place. Talk to Constance and Madame Lavinia to reveal two locations. For the other two, you’ll need to talk to Ethelberta herself. But first, you’ll have to jog her memory.
Go to the drawing room and pick up the wedding photo underneath the painting of the parrot. Then go to the study and pick up the egg photo (of Constance as a baby) from the bookshelf. Return to the crypt and use these two photos on Ethelberta’s grave/ghost to reveal the last two locations.
With this information, return to the drawing room and interact with the map box on the bottom right corner. Press on the continents in the correct order (Africa, South America, North America, and Europe) and the safe will reveal itself.
After going through all the documents (and the human skull), Lord Winklebottom will gather everyone in the drawing room to pontificate about the case. Sadly, he doesn’t know who killed Gilfrey. But, Inspector Culver reveals that Spode is in fact a fraud! The fake frog lawyer runs off with Dr. Price, and you’re left to chase after them.
Act 3: Gods and Monsters
The fake Spode and Dr. Price have run into the forest on the eastern side of the island. To follow them, you’ll need to look for the small dust clouds they leave behind. Each time you go deeper into the forest, you’ll see one on the left, right, or straight ahead – follow whichever direction the dust cloud appears. It’s a little hard to see and doesn’t last more than a second or two, and if you go the wrong way, you’ll have to start over again.
Once you reach the end of the forest, you’ll see a strange creature ahead of you. Keep going forward to reach the lighthouse, which is locked shut.
Investigate the padlock on the cellar door, and Dr. Frumple will reveal that he has some extra items on him, which will appear in your inventory. First, use the extra envelope of gunpowder on the padlock, then the needle and thread to make a fuse. Use the paraffin lamp (which has annoyingly become unlit) to oil the fuse, and then lastly the twigs and leaves to light it.
After an anticlimactic moment in which the padlock does not explode, use the crowbar on the damaged lock, and you’ll be able to open the cellar door.
In the cellar you’ll find a tied-up figure who, once you un-gag him, turns out to be the real Mr. Spode. After speaking with him, take a look around the cellar, especially the multi-colored chemicals on the right. When you try to leave to go upstairs, the lights will go out, and then Dr. Price will appear and reveal that you’ve been poisoned!
When you come to, the room will be spinning, which makes this next part somewhat difficult. First, talk to Dr. Frumple, and he’ll give you a clue about which color chemical to drink first. Continue speaking to the doctor and then drinking the appropriate color liquids (green, yellow, red, and blue) before you finally manage to make an antidote, somehow.
From this point on, the game is pretty much done. You’ll go outside and meet the fake Spode, who will deliver his villain speech before pulling out a gun. Dr. Frumple will tussle with him before a figure intervenes and they all end up going over the cliff. Now you can sit back and enjoy the epilogue.
And that wraps up our share on Lord Winklebottom Investigates: Lord Winklebottom Investigates: Complete Walkthrough Part 2. 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!