| Product: |
Famous Five - Kidnapped (PC) |
| Date: |
13/04/02 (872 review reads) |
| Rating: |
 |
Advantages: Kids enjoy it, Makes them think instead of just killing everything in sight
Disadvantages: can be a bit difficult to guess the solution, needs na andult to guide, the supplied hints are tedious to use as they are.
This is not the place for an in-depth review of the Author Enid Blyton but unlike my other two opinions on Famous Five CD adventures by Ravensburger, this opinion has got a walk-through. The purpose is to help parents decide if they should get this CD for their children, and if so, to help avoid some of the frustrating experiences with this software, driven by Smacker Video Technologie. Personally, I would consider buying this game at £20, as it is the third, and so far more intricate, of the 3 CD’s so far. Almost worth the money!!! I did in fact get it from the HSW (BCA group, see Mikeydred’s and other member’s opinion on them) at a discount so am satisfied that I got value for money. The game is playable again, even if completed some time before. However, it is not the sort of thing you would play more than two or three times, as the freedom to do things the programmers did not expect, is not that great. In other words, it can be frustratingly limited in the way you are allowed to tackle a problem, and is a much more sterile landscape/world than Tomb Raider and the like. ********************************************** ************* Walkthrough. >>>>>>>>> Starts in the boy’s room. Talking about 2 day camping trip on Kirrin Island, and the old inn, a smugglers hideout. Need to check if tent pegs are packed, empty out rucksack on floor, and empty out tent bag from on bed. Click on pile on floor, get pegs. Not allowed to leave until Dog Whistle got from cupboard by bed (called a night table in hints). Next told need sleeping bags. Not in room. Go out to landing and enter “guest bedroom” labelled up as “lounge” rather strangely enough. Open wardrobe, get sleeping bags inside. Back to boy’s room, pick up tent and rucksack. Too heavy, get Dick to pick up tent; Julian can then pick up rucksack. Exit. Down stairs to chest, get batteries for torch a
nd matches for bonfire. Outside in tool shed get rubber mallet for tent pegs, and a paintbrush (for use later with fingerprints and greasing something later still. Go to back of house and get newspaper for bonfire use. At this stage the planks and poles and washing on the line cannot be used. Remember these for later. Back to front of house where Aunt Fanny and Uncle Quentin say they are off as well for a couple of days. Aunt Fanny will leave the keys to the house hanging in the tool shed in case needed later on. <<Not a good idea to teach youngsters, not at all recommended by the Police and insurance bodies>>. ****************** Off to the Old Inn. Scene changes to old 2-storey cottage, derelict looking, windows boarded up. Tents already partially up, have to use rubber mallet with tent pegs in rucksack to progress the story. Once the tents are up OK, a bodyguard comes along and asks for a camping permit. After eventually a bit of arguing the Famous Five have to look for someone to give the permit. Turns out to be Mrs Millar at the Farmhouse. ****************** Go there, not much happening, until you pick up the cork in the broken bottle then pick up a pebble to throw at the windows to attract her attention, as she does not answer the door bell. As soon as you do, a boy appears, you are never allowed to throw the stone. He suggests she is listening to a radio station that is playing load music so she cannot hear the bell. ****************** In order to get her attention you then have to find someone to lend a radio so that you can ring the doorbell of the farmhouse when there is a quiet bit in a radio broadcast. Get the radio from inside the lighthouse on the mantelpiece. No batteries so combine with the ones in the rucksack that were obtained from the chest in the hall at Kirrin cottage. Back at the farmhouse, put radio on windowsill by door. Click on radio and repeat until
about 4th station is heard, after the first station going on about human rights, the second being a “boogie on down” music station, and the third being heavy metal. You will be told when it is correct and to press bell when a quiet passage occurs. Only then, can Mrs Millar be summoned out and the game get anywhere further. Ask Mrs Millar for a picnic hamper promised by Aunt Fanny, and then for the permit. At that point the kid Eddy” admits he had a key all along, and was testing the Famous Five to see if they were fit to join his detective gang. (A gang of one from the look of it). As amelioration, he offers the Famous Five a look at his detective kit and the choice of some of the bits in it. Unless you select the magnifying glass, fingerprint powder bottle, and ink cartridge booby trap (needed later) you cannot go further. After that, he says he will see the Famous Five tomorrow. Off left for Famous Five, and screen blacks out with “in the meantime” for a few seconds. ****************** The next scene is then at the Old Inn camp. Julian and Dick have to get a fire going. Julian supplies the instructions; Dick has the rucksack and does all the work. Get spade, dig at “hole” active site. Line around the outside with stones from the site. Then get newspapers, put in campfire hole. Then select twigs picked up from campsite. Put newspaper in fire site. Then select the logs from the rucksack after picking them up from the pile by the shed against the old inn. Apply matches from the rucksack. Watch the sparks go to the log pile and set fire to them. Told to get water to put it out while girls beat the flames down and stop it spreading. To solve this problem you need the cork from the broken bottle, picked up earlier at the farm before the radio problem solving. Unfortunately, the bucket at the farm is no good, you have to go to Kirrin cottage to the an
nexe at the back, and take the one there with the hole in it. Click on the bucket and cork inside the rucksack, and they will combine. Go to the farmhouse and fill up from the tap near the door. Then on to the Old Inn. Dampen down the embers of the log pile fire (that has mostly been put out by the girls) with the bucket of water. Having done that, only then will the bodyguard appear again and ask for the permit. Give it to him. Answer and ask several questions. Eddy is said to be missing now. Need an item of eddies to give to Timmy (the Famous Five dog) and allow him the track eddy down. ****************** Go to farmhouse, Mrs Miller gives George a red jumper and Ann drops it on the floor once Timmy is clicked on, and off we go. To the Pasture, lower left from the farmhouse. Timmy is barking on the other side of the small stream, but no way to cross. If you keep asking various members of Famous Five questions the solution is eventually said to be to build a bridge out of the battens and planks at the Annexe, mentioned a long time ago as “remember these for later”. Get them. Then go to the farmhouse and get the HOSE (not rope, as none is available). Back to the pasture, Julian is inconveniently standing on the tiny bit if active site on the bank where the PLANKS are to be laid. Select the planks form the rucksack, and click at the active site by Julian’s left leg/foot. If correct, the planks will be laid down. Then add the Battens, then ask some questions if needed and select the hosepipe, and click on the bridge. Ann constructs a suspension bridge with it. Then all over to the tree, when Eddy comes down automatically. That is the end of that puzzle. ****************** Back to the Old Inn. Fire is out, no matches. Build a fire as usual, from newspaper and sticks from the rucksack. Julian will give the tip about using a magnifying glass eventually if asked enough. Despite the
lighting of the scene implying that the sun is already set, the final command from Julian is to light the fire with the magnifying glass BEFORE THE SUN SETS. Do so. Only then can the logs from the woodpile be used. The top ones are wet; use the lower ones that are tagged as dry by the pointer when in the correct place. When clicked on the WHOLE PILE disappears. A trap door is revealed, and when opened steps are said to be present. The only way to explore is to get Dick to put the logs on the fire. When the fire is burning nicely (immediately of course, in this game) he automatically extracts a firebrand and off we go down the steps. ****************** Next scene is in the CAVE, which is so familiar to those having completed Treasure Island and Silver Tower. After some talking, a point is made about Timmy barking a lot. Go up to see Timmy run off. Not allowed to follow him. Instead, investigate the light shining through the window. Then under the window is an active spot that is said to be “imprints”. Only then will Timmy come back, “shaking”. ****************** Early next morning message on black background screen. Policeman arrives. This has to be the silliest accent imaginable. For any Harry Enfield enthusiasts, the voice of Mr Chalmondly-Warner and his sidekick Grayson are almost exactly it. Talk about plum on the mouth; he must have a whole orchard there. If the voice were any further back in the throat and it would be coming out of the back of his head. He asks if anyone has seen a small boy. After lengthy discussion, several multiple question choices later, he shows you the ransom note. Eddy has been kidnapped! Click on the words, and then the red stain, which is said to be red wine. The policeman asks Famous Five to pack up the tents and leave. After arguing pointlessly, do so. Off to Mr Loomer’s lighthouse. ****************** A f
ew minutes later, Julian and Ann can be made to enter the lighthouse to drop off the rucksack and tents and tidy up the lighthouse cottage. Dick and George are left to talk to Mr Loomer. Do so. Click on door of lighthouse after “what is keeping the others”. Out they come. No one allowed back in, so go off right to the Old Inn and then to the farmhouse. At the farmhouse, Mrs Miller accepts the offer of help to clean up the barn. Investigate the newspaper pile in the barn. It was used to prepare the ransom note. Investigate the glue bottle above the pile. Select the fingerprint jar from the rucksack and place on the glue bottle. Told not to rub the bottle, use a brush. Use the brush in the rucksack that was obtained from the Kirrin cottage tool shed at the start of the game. Told the fingerprints were not that of a child. This means eddy was kidnapped not playing games. The suggestion is made to fake the ransom demand money by cutting up newspapers and placing them in an envelope. Get the envelope from Kirrin cottage, after getting the key from the tool shed. Uncle Quentin’s office, on the desk. Scissors from the Kitchen table. Combine with the newspaper in the rucksack, to get the cut up strips. Combine strips with the envelope in the rucksack. Then Julian will tell George to put in a surprise, which is the exploding ink cartridge obtained from Eddy’s detective kit. Do so. You have to, as it is an important clue in the later stage at the pasture, and so cannot be avoided. ****************** Then out of the kitchen to the Old Inn and then on to the Pasture. Click on George and select the brown envelope, click on the trough and watch George put the envelope down under it. Click on Julian to get things moving, he suggests hiding behind. He goes behind the tree, only when Julian is clicked on 3 more times will George make an attempt at hiding behind the stump nearby. C
lick on Julian yet again, and after he speaks, the surly farmhand Gregory appears. He spots the kids almost immediately and tells them to clear off. Do so, back to the farmhouse. Ann and Dick ask, “Why back so soon”. Talk a lot, then off back to the pasture. ****************** At pasture, click on the trough, told that the envelope is gone. Click on the red marks in the grass by the trough. George says that someone had opened up the letter there, and would have inky fingers. (Strangely enough, this is of no significance to the rest of the story and is not mentioned or seen again.) Click on Julian, he says bodyguard is coming, which then happens. Bodyguard says he will lose his job if Eddy is not found. Famous Five split up to search for him. ****************** George and Julian are the active pair at this point, to save time, go to the BEACH directly from the “postcard” menu, or go to lighthouse then activate the arrow labelled beach on the lower left area of the screen at the approaches to the lighthouse. Timmy barks a lot. Investigate the door, if the arrow to enter shows, it will not let you in as it is locked. Find the spot on the door that is active (flashing pointer) then click. See scratch marks. Only then will Alf (the fisherman) arrive. Alf says he found a piece of cloth outside door last night. Not sure if Timmy as he was gone when he opened the door. Click on Ann to get her to suggest giving Timmy the cloth to see where he goes. Timmy runs off. Go to cave (or lighthouse steps?) and automatically the scene is changed to the Old Inn. ****************** At the old inn Timmy, barks at the imprint under the gable end window that has been mentioned a lot earlier in the game. This time if the imprints are clicked on, George advises that the impressions in the ground are LADDER imprints. To climb up to the loading bay door on the first floor
of the inn, you need a rope. Dick (when clicked on) suggests looking at the Kirrin cottage annexe. ****************** Off to Kirrin cottage, round back to the annexe, the door is locked. Click on uncle Quentin’s overalls hanging on the line and finally you are allowed to get the keys that are in the pocket. Up until now the existence of these has been denied by the program, it used to just tell you “why do I want to do that” when clicked on. This is a very irritating feature of the program, and not the only one. User key on door, to unlock it, then enter. Search Handyman Set (a chest of tools). Take Pulley and Rope. Take the pair of pliers on the BLUE bucket on the left. If you can detect it, take the RAG on the pasting table by the yellow pot. You will definitely need it to use with the pliers later. Back to the old inn. Throw rope over the jutting beam above the door (by which I mean click on whoever has rucksack, select rope, click on the beam when the pointer flashes). Watch Dick climb up rope to the loading bay floor by the door. Click on door once up, door is CLOSED. If Julian is asked, he suggests pliers. Use them. No good, “I am slipping”. This does not mean Dick is going to fall down, just that the pliers will not grip easily. George will tell you to wrap a RAG around them. Do so. Try the door again with pliers, OK. In at last. The girls and Timmy stay below, Julian and Dick enter. ****************** Eddy is seen next, inside the old inn, tied to a pillar and gagged. Frank (a “smoothie” looking villain) and the surly Gregory appear, and push Dick down, rather abruptly and somewhat violently. I must note that this made me startle a bit, and for the age range of the kids expected to play this, I think it is a little bit out of keeping with the gentleness of the rest of the program, and other CD’s in this series.
Anyroadup as we say oop-north, as is becoming my trademark whenever I wander off the point, Dick tells the others to run away. ****************** Next scene has Julian and Dick tied up together to another pillar in the inn. Keep Dick and Julian talking and eventually the broken glass that Dick obtained form the farmhouse earlier in the game is mentioned as a means or escape. (This was the glass picked up automatically without any need to select it yourself). Now what puzzles me is that there is a perfectly good knife in the rucksack as seen when you open it to select the broken glass. Why you are not just allowed to use that is a mystery. I can not recall the penknife ever being needed in this CD so I suppose it is part of a fixed subroutine display that they authors could not be bothered to alter to suit the game. Anyroadup…., Click on the glass, and then click on Dick. He will release himself and then Julian. Then Reddy is released, and we find out that a guard is outside still. It is suggested that another exit is found. Explore the room, and eventually click on the CHAIN on the right. Julian moves and goes to it and says he cannot reach it. In moving, you notice a stool that was hidden behind him. Click on it and Dick gives it to Julian. He climbs up and looks at the lever that is at the top of the chain. If you click on the chain Dick pulls it and a section of the Wall Unit slides up, but drops down when the chain is released. So obviously the lever needs to be freed to lock the chain when pulled. It turns out to be rusted. Click on Julian will get him to suggest using the BUTTER so conveniently in the rucksack. Use the “fingerprint” brush and the butter combined on the lever. Click on lever and Julian pulls it down. At last, the chain will stay down when pulled, and Dick can explore the hidden recess behind. When h
e does, he says not a way out, and not much except…, then comes out with some tablecloths from the wall unit, and a bar of soap that you can find in the rucksack inventory now. You will need these. Click on Julian and he will suggest tying these tablecloths together. Do so. Then Eddy says that the kidnappers are coming back with the girls. Dick suggests a TRAP. After clicking on the 3 boys to get them to talk about things, you will eventually be told that whole plan. Click on the rope in the rucksack, and then the pulley so they combine. Dick then arranges the tripwire booby trap to close the wall unit door when the kidnappers rush in when the fiend that the boys are no longer tied up. All 3 boys hide, and then (only) Gregory comes in, rushes to the wall unit, trips, falls in, and the door closes. All then leave the room. ****************** Outside the other kidnapper (Frank the smoothie) is patrolling the grounds. Give the DOG WHISTLE to George, who uses it to make Timmy run away with Frank’s hat, so that Frank leaves to chase after the dog. Throw the knotted tablecloths over the beam, and all climb down. ****************** A few minutes later message, and they are all outside the Inn. Go down the “hidden” steps to the cave in order to hide. Julian and Dick are to go for help, and exit the cave. George, Eddy and Ann are left and they decide to barricade the entrance to the cave from the Old Inn. Talk to Eddy. He suggests using the SOAP. Try to, and you find that you will need water so select the bucket from the rucksack give it to Ann. She goes off to the beach to do so. Meanwhile keep talking and Ann will come back. Then Eddy is told to get the fishing net from the fishing boat. Off he goes. Nothing will now happen until you get George to soap the steps using the water first, which George pours over the BACK ROCK, if you c
an find its active area that is. (This is a difficult part to detect, and once used, becomes the “FRONT ROCK” for use with the net. I find this bit to be awkward). Then select the soap. Ann will volunteer to soap the steps, and in doing so slips and twists her ankle. Eddy comes back with the net. Use the net with the FRONT ROCK. The net is a bit of an indistinct blob on the left area of the rucksack. George will string up the net from floor to ceiling. How she manages to get the net to stay up on the roof 20 feet up is not shown! Click on Eddy, he asks George how she is going to fix the net to the floor of the cave. Use the SAND PEGS in the rucksack and click on the net. Eddy then says that glue over the rock would be a good idea. Use the GLUE BOTTLE (that had the fingerprints on it) on the FRONT ROCK. When George does it, the crooks arrive. Frank slips and breaks his leg; Gregory then climbs over the rock and gets stuck. Eddy is told to run away, but before he needs to, Dick, Julian and Timmy arrive, then the Policeman. To round it all off, the Famous Five invite Eddy to spend the rest of the holiday with them. THE END I include the transcribed hints below, in case the walkthrough is avoided in preference to letting the children do the game themselves, forcing them to think more. As before, I fully acknowledge the copyright as indicated at the end, I do not pretend these hints are my own, just this way of presenting them, which I find more useful than the HTML linked help document supplied by Ravensburger. ********************************************** ************** Here are the 10 hints with their solutions translated from the tedious cipher code in the booklet. Print out and keep by the game to shorten the time it takes to get past the obstacles of trying to guess what was in the programmers mind when they decided on a particula
r solution to a contrived problem. Otherwise, your kids will get as frustrated as mine waiting to get at the hints in the start program, instead of being able to access them direct from the program. Where do the Five get their camping gear from? · a hint Check each room carefully and don't forget the back of the house. · another hint You will find lots of different things in the boy's room, in the guest room, in the entrance hall, in the tool shed and at the back of the house. · the solution In the boy's room you'll find the tent pegs inside the tent bag and the dog whistle in the night table. Aunt Fanny has put the sleeping bags in the guest room wardrobe. The batteries and the matches are inside the trunk in the stairwell. If you look inside the tool shed, you will find the rubber hammer and the shovel, and at the rear of the house you can get a newspaper. ********************************************** ************** How can you make the tents more stable? · a hint The cords must be firmly secured to the ground. · another hint You need the tent pegs to secure the cords to the ground. · the solution Use the rubber hammer with the tent pegs. ********************************************** ************** How can you make Mrs Miller hear you and get a camping permit from her? · a hint Find out when there is a break between the songs. · another hint You can find out which station Mrs Miller is listening to on the radio, and then ring the doorbell during a break in the music. · the solution You can find an old radio at Mr Loomer's in the lighthouse. To get it going, you have to put the batteries from the torch in it. Place the radio on the window sill and look for the right radio station. After that you ring the doorbell. ******************************
****************************** How do you make a real campfire? · a hint For a real campfire, you need a site laid out with stones. · another hint You have to stack several kinds of flammable materials on the site (firewood, paper and twigs). · the solution First you dig a fire pit with the shovel (from the shed) and then you frame it with stones. After that you place the newspaper in it, followed by the kindling twigs and then you stack the logs on top of each other. Finally you light everything with matches. ********************************************** ************** How can you put out a smouldering fire? · a hint You can fetch water with a bucket. · another hint You have to mend a broken bucket before you can fetch water with it. · the solution You can get a broken bucket at the BACK of Kirrin Cottage. The hole in the bucket can be plugged with a cork from a wine bottle. You can find the cork in the farmhouse barn. ********************************************** ************** Can't you get across the ditch? · a hint A bridge will help you to get across the ditch. · another hint In order to build a bridge, you need boards and roof battens. · the solution You can find the boards and roof battens at the back of Kirrin Cottage. To make the bridge really stable, you still need a water hose. You can find one in the farmhouse barn. ********************************************** ************** How can you light a fire without matches? · a hint For your fire, you have to stack paper and twigs. · another hint You can light the campfire using an utensil from your backpack. · the solution Use the magnifying glass from Eddie's detective kit on the paper and the twigs and your fire will catch. ***********************************
************************* How can you obtain a fingerprint? · a hint A special powder will help you to take a fingerprint. · another hint You just have to apply the special powder with a brush to get a good fingerprint. · the solution Remember that Eddie gave you powder for taking fingerprints? You have to apply this powder with the brush from the shed. Then you can obtain a first-class fingerprint. ********************************************** ************** How to "fake" a ransom payment. · a hint For a ransom payment you need an envelope and something to put in it. · another hint You should fill the envelope of the ransom payment with paper clippings. · the solution You can find an envelope in Uncle Quentin's study. After that you go into the kitchen and use the scissors on the paper. That's the way to get paper clippings. You put these clippings into the envelope. As a little surprise for the kidnapper, you put the ink cartridge which Eddie once gave you inside as well. ********************************************** ************** What did Timmy find last evening? · a hint Have a close look at Alf's fishing hut. · another hint Examine the scratch mark on the door of Alf's fishing hut and ask Alf if he has found something. · the solution Examine the scratch mark at the fishing hut closely and show Timmy the rag that Alf found. ********************************************** ************** How do you get into the "One-eyed Pirate"? · a hint You have to climb up to the first-floor window. · another hint To be able to climb to the first floor, you need a rope from the annexe. · the solution By using the key from Uncle Quentin's trouser pocket, you can get a rope from the annexe and th
en climb into the old inn. ********************************************** ************** How do you manage to examine the secret chamber? · a hint You have to try to pull down the lever at the link chain. · another hint The rusty lever, to which the chain is attached, has to be oiled a bit first. · the solution To oil the chain lever, you first have to spread some butter on the brush. Then you fetch the bar stool in order to get at the lever and grease the lever with the brush. After that you can pull the lever and examine the secret chamber. ********************************************** ************** How can you set a trap for the kidnappers? · a hint The kidnappers have to be trapped inside the secret chamber. To do this the lever has to be manipulated. · another hint For the kidnappers to lock themselves inside the secret chamber, you have to connect the rope to the lever. <<Note that in fact only ONE kidnapper is caught by this, I suspect the plot was altered at a later date than the hints were prepared, possibly - mascarasnake>>. · the solution To make the trap perfect, you connect the rope to the pulley. You can find both in Uncle Quentin's annexe. Then you attach the pulley with the rope to the lever. ********************************************** ************** This is how you barricade the hideaway.? · a hint To hold up the kidnappers for as long as possible, you have to prepare the cave accordingly. · another hint You have got to make the floor of the cave slippery, and you can also prepare a few tricks with a net and an adequate supply of glue. · the solution With a bucket of water and the soap from the "One-eyed Pirate" you can make the floor of the cave slippery to make the kidnappers slip and fall down. You have to attach the net that Eddie gets to the
cliff and to the ground with the special sand pegs. As a final touch, you spread some glue on the rocks. (c) www.knowledgeadventure.co.uk (c) Enid Blyton Ltd. London
Summary:
|
Last comment:
|
stresshead2000 - 13/04/02 Wish the Famous Five games had been around when I was a kid (many years ago!!) |
|