BEN JORDAN 3: THE SORCERESS OF SMAILHOLM WALKTHROUGH

*PLEASE NOTE THIS GAME HAS 2 DIFFERENT ENDINGS - 
A GOOD ENDING AND A BAD ENDING.
HERE I INCLUDE WALKTHROUGHS FOR BOTH ENDINGS.*

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THE GOOD ENDING (FULL POINTS)

Introduction
Watch the intro.  Two children have been murdered, and you must investigate 
their deaths.  Talk to Marcus Tibbin (the innkeeper) about everything.  Talk to 
Wallace Crim (red top) about everything.  Talk to Constable Angus McGee 
(yellow trousers) about everything.  Head upstairs, and enter your room (4th 
door).  Go to sleep for the night.

Day 1
Leave your room.  You meet Percival Quentin Jones, and he is quite rude 
to you.  Percival storms off after the conversation.  Head downstairs and 
leave the inn.

Go next door, and enter the jail.  Talk to Mary Blaine about everything.  
Now leave the jail.

Head right, and enter the pink (McBee) house on the right.  Look at the 
painting above the fireplace.  Talk to Ellen & Adam McBee about everything.  
Now leave the house.

Head left, and return to the main square.  Walk upwards, through the 
archway.  Head up again, towards the tree.  Look at the signpost.

Walk right, and you will see and old woman (Wilma Wiggins).  Continue 
right to follow her.  Keep following her until you reach the river.  She casts 
a spell, and then leaves.  Return left to her cottage, and knock on the door.  
Say you saw her at the river, and she will let you in.  Talk to her, and ask her 
about everything.  She will help you prove Mary's innocence.  Leave the cottage.

Go left to the tree, then up towards the archway.  Walk right through the 
archway, and enter the jail again.  Talk to Mary, and ask for a personal item 
(she gives you her locket) so Wilma can prove her innocence.  Leave the jail.

Head right, to the 3 houses.  Note the sign on the wall pointing to the church.  
Follow the sign and head upper-right to find yourself at the church.  Walk right 
a little bit, and you will see a teddy bear lying against a grave.  This is the 
grave for the McBee children.  Take the teddy bear, and then return left to the 
3 houses.  Enter the pink (McBee) house again, and talk to them to learn they 
are leaving town.  Leave the house.  Head left towards the archway.

Continue left through the arch, and then up towards the tree.  Head right to the 
cottage, and knock on the door.  Wilma lets you in.  Give her the locket and 
the teddy bear.  She tells you to return tomorrow.  You automatically return to 
the inn.  Watch Percival cause a scene, and then automatically go to bed.

Day 2
Leave your room, and leave the inn.  Walk left through the archway, then up 
towards the tree.  Go right towards Wilma's cottage.  Something is not right 
here - the door is open.  Enter the cottage to find Wilma's body.  Look at the 
red sign on the wall.  Now leave the cottage.  Percival will arrive, and warn 
Ben to leave town.

Walk left, to the tree.  Look at the message on the tree.  You can use your 
Player's Handbook (in the game file) to translate the message - It says 
'WW dead.  Mary will die.  Innocent BJ.  Where we want.'  It means Wilma 
Wiggins is dead, and Mary will also die.  BJ stands for Ben Jordan.  
Now exit the close-up.

Head up towards the archway, then walk right through the archway.  Enter 
the jail and talk to Mary.  Tell her about Wilma's murder, and also the odd 
mark.  Leave the jail. 

Walk left through the archway, and up towards the tree.  Head right towards 
the cottage.  Look at the flowerbed beneath the window, and then search the 
flowerbed to get a crowbar.  Go left towards the tree, and continue left 
towards the tower.  Use crowbar on the door to break the lock, and then enter 
the tower.  Read all the diaries from the top shelf of the bookcase, and read 
all the history books from the lower shelf.  Examine the floorboards carefully, 
and notice one board is lighter than the rest.  Use the crowbar on that floor-
board to open it.  Search the hole to find an old diary.  In your inventory, look 
at Edgar McGraw's diary.  You get an extra page of Witch-code - make sure 
you look at it.  Now leave the tower.

Head right towards the tree, then up towards the archway.  Walk through the 
archway into town.  Enter the jail, and talk to Mary.  Tell her about the diary.  
Leave the jail.

Walk left through the archway, then up towards the tree.  Head right towards 
the cottage, then right again.  Note the path heading up into the woods.  
Follow that patch, and watch the secret meeting between Constable McGee 
and a mysterious hooded man.  Now return left towards the cottage, and 
left again towards the tree.  Walk upwards towards the archway, and then 
walk right through the archway into town.

Enter the jail, and talk to Mary.  Tell her about Constable McGee, and tell 
her you will help her escape.  Leave the jail.

SAVE YOUR GAME HERE.  Walk left through the archway, and Constable 
McGee will try to take you prisoner.  QUICKLY throw your crowbar at McGee 
to knock him unconscious.  Search him to get a key, and his tranquilliser gun.

Return right through the archway into town, and enter the jail.  Use the key to 
unlock Mary's cell door.  Mary returns with you to the inn.  You and Mary 
share a kiss before the day ends.

Day 3
Leave you room and head downstairs.  SAVE YOUR GAME HERE.  Leave 
the inn.  Percival interrogates you.  It does not matter what answers you give 
to his questions, but to get full points:  Tell the truth about Mary's 
disappearance \ Accuse the McBee's of Wilma's murder, and \ Say nobody 
killed the McBee children.  You automatically leave Percival's room.  
Now leave the inn.

Walk left through the archway, and up towards the tree.  Head right towards 
the cottage, then right again.  Look at the message written on the tree.  You 
can use your Player's Handbook (in the game file) to translate the message - 
It says 'Eliminate PQJ'.  Oh no, they are going to kill Percival.  You have to 
warn him.  Return left to the cottage, and left again to the tree.  Head up 
towards the archway, then right through the archway into town.

Enter the inn, and head upstairs.  Enter Percival's room (1st door).  Talk to 
him, and tell him about the witch code.  You have to type in what the message 
is, so type 'Eliminate PQJ'.  He goes to see for himself.  Now he has gone, 
you can take his shovel from the wall.  Now leave the room, and leave the inn.

You want to check if your theory is right about there being no McBee children.  
Head right to the 3 houses, then upper-right to the church.  Walk right a little bit, 
and use shovel on the grave to dig up the coffin.  Open the coffin to discover it 
is empty.  You climb out of the grave, and bump into Mr & Mrs McGee.  Watch 
the long cut-scene.  Ben gets to ask some questions.  Mary tries to defend 
you, but she is killed.  You manage to break free.  SAVE YOUR GAME HERE.  

Get stick from the ground.  Zortherus appears.  Quickly use your tranquilliser 
gun on him to knock him unconscious.  Now use your stick to stake him with.  
You have defeated him!  Percival shows up at this point.  

Now watch the cut-scene to end the game. 

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THE BAD ENDING

Introduction
Watch the intro.  Two children have been murdered, and you must investigate 
their deaths.  Talk to Marcus Tibbin (the innkeeper) about everything.  Talk to 
Wallace Crim (red top) about everything.  Talk to Constable Angus McGee 
(yellow trousers) about everything.  Head upstairs, and enter your room (4th 
door).  Go to sleep for the night.

Day 1
Leave your room.  You meet Percival Quentin Jones, and he is quite rude 
to you.  Percival storms off after the conversation.  Head downstairs and 
leave the inn.

Go next door, and enter the jail.  Talk to Mary Blaine about everything.  
Now leave the jail.

Head right, and enter the pink (McBee) house on the right.  Look at the 
painting above the fireplace.  Talk to Ellen & Adam McBee about everything.  
Now leave the house.

Head left, and return to the main square.  Walk upwards, through the 
archway.  Head up again, towards the tree.  Look at the signpost.

Walk right, and you will see and old woman (Wilma Wiggins).  Continue 
right to follow her.  Keep following her until you reach the river.  She casts 
a spell, and then leaves.  Return left to her cottage, and knock on the door.  
Say you saw her at the river, and she will let you in.  Talk to her, and ask her 
about everything.  She will help you prove Mary's innocence.  Leave the cottage.

Go left to the tree, then up towards the archway.  Walk right through the 
archway, and enter the jail again.  Talk to Mary, and ask for a personal item 
(she gives you her locket) so Wilma can prove her innocence.  Leave the jail.

Head right, to the 3 houses.  Note the sign on the wall pointing to the church.  
Follow the sign and head upper-right to find yourself at the church.  Walk right 
a little bit, and you will see a teddy bear lying against a grave.  This is the 
grave for the McBee children.  Take the teddy bear, and then return left to the 
3 houses.  Enter the pink (McBee) house again, and talk to them to learn they 
are leaving town.  Leave the house.  Head left towards the archway.

Continue left through the arch, and then up towards the tree.  Head right to the 
cottage, and knock on the door.  Wilma lets you in.  Give her the locket and 
the teddy bear.  She tells you to return tomorrow.  You automatically return to 
the inn.  Watch Percival cause a scene, and then automatically go to bed.

Day 2
Leave your room, and leave the inn.  Walk left through the archway, then up 
towards the tree.  Go right towards Wilma's cottage.  Something is not right 
here - the door is open.  Enter the cottage to find Wilma's body.  Look at the 
red sign on the wall.  Now leave the cottage.  Percival will arrive, and warn 
Ben to leave town.

Walk left, to the tree.  Look at the message on the tree.  You can use your 
Player's Handbook (in the game file) to translate the message - It says 
'WW dead.  Mary will die.  Innocent BJ.  Where we want.'  It means Wilma 
Wiggins is dead, and Mary will also die.  BJ stands for Ben Jordan.  
Now exit the close-up.

Head up towards the archway, then walk right through the archway.  Enter 
the jail and talk to Mary.  Tell her about Wilma's murder, and also the odd 
mark.  Leave the jail. 

Walk left through the archway, and up towards the tree.  Head right towards 
the cottage.  Look at the flowerbed beneath the window, and then search the 
flowerbed to get a crowbar.  Go left towards the tree, and continue left 
towards the tower.  Use crowbar on the door to break the lock, and then enter 
the tower.  Read all the diaries from the top shelf of the bookcase, and read 
all the history books from the lower shelf.  Examine the floorboards carefully, 
and notice one board is lighter than the rest.  Use the crowbar on that floor-
board to open it.  Search the hole to find an old diary.  In your inventory, look 
at Edgar McGraw's diary.  You get an extra page of Witch-code - make sure 
you look at it.  Now leave the tower.

Head right towards the tree, then up towards the archway.  Walk through the 
archway into town.  Enter the jail, and talk to Mary.  Tell her about the diary.  
Leave the jail.

Walk left through the archway, then up towards the tree.  Head right towards 
the cottage, then right again.  Note the path heading up into the woods.  
Follow that patch, and watch the secret meeting between Constable McGee 
and a mysterious hooded man.  Now return left towards the cottage, and 
left again towards the tree.  Walk upwards towards the archway, and then 
walk right through the archway into town.

Enter the jail, and talk to Mary.  Tell her about Constable McGee, and tell 
her you will help her escape.  Leave the jail.

SAVE YOUR GAME HERE.  Walk left through the archway.  Constable 
McGee is waiting for you, to take you prisoner.  He shoots you with a 
tranquilliser gun, and you fall unconscious    

Day 3
You wake up in a small dark room, and you are tied up.  Most of your 
inventory items have gone.  Interact with the ropes a few times to free 
yourself.  Use hand icon on the hole in the wall (it is tricky to find the right 
spot) to look through, and witness the conversation.  Now Constable McGee 
leaves the room and heads upstairs.

Use your rope on the hook in the ceiling.  Wait until you hear the 'squeak', 
and then pull the rope.  Constable McGee falls through the floor \ ceiling, 
but gets stuck.  Talk to him and ask for the key, but he will not give it to you.  

Pick up the rope and hook from the floor, and use them on Constable McGee 
to get the key.  Use key on the door to escape.  Mary meets you outside, and 
takes you into the woods.

Watch the cut-scene.  Percival comes to arrest everyone, but he also unties 
you.  You will have a conversation with Zortherus.  After the conversation, 
QUICKLY SAVE YOUR GAME.  Use rope and hook on Zortherus (you chop 
off his head).  Watch the cut-scene to end the game.

Although the game has ended, you still have many unanswered questions.

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These walkthroughs were created by Frodo for Abandonia Reloaded.