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Walkthrough - Ben Jordan: Paranormal Investigator - Case 3: The Sorceress of Smailholm

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                               FAQ/Walkthrough for
                       Ben Jordan: Paranormal Investigator
                       CASE 3: THE SORCERESS OF SMAILHOLM

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GUIDE INFORMATION
-----------------

Author:   Tom Hayes
E-mail:   thayesguides(at)gmail(dot)com
System:   PC
Updated:  19th June, 2008
Version:  1.1


CONTENTS
--------

1. Introduction
2. Walkthrough
3. Item List
4. Point List
5. Copyright Information


VERSION HISTORY
---------------

1.1:  19th June, 2008   (Format update)
1.0:  12th April, 2008  (First version)


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1.                                Introduction

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This is the third in a series of eight planned adventures in the Ben Jordan:
Paranormal Investigator series. The games can be downloaded for free from the
developer's home page (http://www.grundislavgames.com/benjordan). In this game,
Ben travels to Smailholm in Scotland to investigate the murder of two children
from the village. The people of the village believe it was the work of witches,
although as Ben investigates he soon develops his own suspicions about the
case. With interesting characters and two routes that can be chosen that lead
to different endings, this is one of the best games in the Ben Jordan series.


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2.                                Walkthrough

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INTRODUCTION
------------

Ben arrives at the hotel and introduces himself to Marcus, the innkeeper. Talk
to Marcus and ask about the murders: There have been rumors of witches. Ask
about witches: A woman in the jail has been linked to the murders. Talk to
Wallace, the man near the window. Ask about the murders: Strange markings were
found. Ask about witches: He has seen strange lights and heard noises in the
woods at night. Talk to Angus, the man in the blue coat. Ask about himself:
There is another investigator in the village. Ask about the other investigator:
He was interested in meeting Ben. Ask about the prisoner: A woman named Mary
Blaine was found asleep at the scene of the crime. Go upstairs and open the far
right door to enter the bedroom. Use the bed to start the first day.


DAY 1
-----

Exit the bedroom to meet Percival, a professor of criminology who has come to
the village to investigate the murders. Exit the hotel. Enter the jail and talk
to Mary. Ask about herself: She asks why Ben has come from America. Ask about
the murders: She mentions Percival. Ask about the witches: Mary was raised by
her grandmother, who the villagers suspected of being a witch. Ask about her
side of the story: She sleepwalks, and when she woke up on that day she was at
the scene of the crime. Exit the jail. Walk east to the residential area.

Enter the pink house, where Ben introduces himself to the McBees. Look at the
portrait above the fireplace. Talk to one of the McBees about the murders: Adam
woke up in the night and found that his daughters were missing. Ask about their
daughters: They were buried in the church graveyard. Ask about witches: They
believe the murderer was the woman who lives in the cottage outside of the
village, and suspect that Mary was her accomplice. Ask about the old lady: She
won't talk to anyone. Ask about the painting: It is their late uncle Fred. Exit
the house. Walk west and then go through the archway to exit the village.

Walk north to the intersection and east to the cottage, where Ben sees the old
woman that the McBees mentioned. Follow the woman east twice to arrive at the
river. Ben hides behind the tree and sees the woman perform a spell. Walk west
twice to return to the cottage. Use the door to talk to the woman. Say you saw
her by the river and she will let Ben into the cottage, where she introduces
herself as Wilma. Talk to Wilma and ask about the murders: She was not aware of
the murders. Ask about the spell: She needs an item belonging to the children
and an item belonging to someone accused of the crime. Exit the house.

Walk west, north and east to return to the village. Enter the jail and talk to
Mary. Ask for a personal item: She gives Ben her locket. Exit the jail. Walk
east to the residential area, then walk east behind the top-right house to
arrive at the graveyard. Get the teddy bear in front of the McBees grave. Walk
back through the village and return to Wilma's cottage. Give the locket and the
teddy bear to Wilma: She tells Ben to return in the morning.


DAY 2
-----

Exit the hotel. Return to Wilma's cottage to find that she has been murdered.
Exit the cottage to tell Percival about the murder: He returns to the village
to call for reinforcements. Use the flowerbed to find a blood-stained crowbar.
Walk west to see that a Witch Code has been painted on the tree. Look at the
Witch Code. Walk west and use the crowbar on the tower door to pry off the
lock. Use the door to enter Smailholm tower. Use the crowbar on the light
floorboard. Use the hole in the floor to find an old diary. Look at the old
diary: The writer suspects that there is a witch cult in the village. Ben also
finds a partial translation of the witch code in the diary. Look at the Witch
Code page in the inventory. Exit the tower and return to the village.

Enter the jail and talk to Mary about the diary: Ben says he is going to show
the diary to Constable McGee. Exit the jail and return to the intersection
outside of the village. Walk east twice and north to the forest to find out
that the constable belongs to the witch cult. Return to the village and enter
the jail. Talk to Mary about Constable McGee: Ben tells her about the meeting.
Ask about the escape: Ben says he is going to try to get her out of jail.

Exit the jail and save the game. After walking through the archway, there are
two routes you can choose. The first route involves Ben catching McGee: This is
a longer route that can lead to maximum points. The second route involves McGee
catching Ben. To take the first route, quickly throw the crowbar at McGee after
exiting the village. To take the second route, stand still and let McGee catch
Ben. If you took the second route, skip to the day 3 route 2 section.

This paragraph applies only if you took the first route by throwing the crowbar
at McGee. Search McGee to find a key on a ring and a tranquiliser gun. Return
to the village and enter the jail. Use the key on a ring on the cell door.


DAY 3 ROUTE 1
-------------

Exit the hotel to talk to Percival, who takes Ben back to his room to ask him
three questions. Tell the truth: Ben admits that he let Mary out of the jail.
Accuse the McBees: Ben says that they could be lying about the murders. When
Percival asks who killed the children, say nobody killed them: Percival says
that there is currently no evidence to support his theory. Exit the village and
return to the intersection. Walk east twice to see that a new witch code has
been written on a tree. Look at the witch code. The letters can be deciphered
by using the partial page of witch code found in the diary, and the paranormal
investigator's handbook that can be read from the folder where the game was
installed. When deciphered, the witch code reads: Eliminate PQJ Z.

Return to the village. Enter the hotel and use the left door at the top of the
stairs to talk to Percival. Tell him about the Witch Code: Percival asks Ben
what the witch code says. Type ELIMINATE PQJ: Percival goes off to look for
clues. Get the shovel in the corner of the room. Exit the hotel and return to
the graveyard. Use the shovel on the McBees grave. Open the coffin to discover
that it is empty. After a cutscene, Ben is tied to a stake near the witch cult
leader, Zortherus. Ask about Zortherus: He was the leader of a witch cult in
Colonial America. Stop talking to Zortherus. He kills Mary and Ben runs into
the forest. Get the stick and Zortherus will appear. Use the tranquiliser gun
on Zortherus, then use the stick on Zortherus to complete the game.


DAY 3 ROUTE 2
-------------

After Ben wakes up in the closet, use the rope four times to stand up. Use the
rope on the hook on the ceiling. Use the small hole on the wall to look through
it: Ben sees McGee. He leaves the room and starts pacing around upstairs. After
McGee walks on the squeaky floorboard, quickly use the rope to pull it: McGee
will fall through the ceiling. Get the rope with hook. Use the rope with hook
on McGee to get the brass key. Use the brass key on the closet door to unlock
it. Ben travels to the residential area of the town where he sees Mary. She
takes him to the forest and calls Zortherus. After a cutscene where Percival
rescues Ben from being sacrificed, Ben escapes to the woods. When Zortherus
appears, use the rope with hook on Zortherus to complete the game.


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3.                                 Item List

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BRASS KEY
  On day 3 (route 2), the brass key is found by using the rope with hook on
  McGee. It is used on the closet door.


CROWBAR
  Found in the flowerbed outside Wilma's cottage on day 2. It is used on the
  tower door. It is used on the light floorboard in the tower. If you choose to
  take the first route at the end of day 2, the crowbar is thrown at McGee.


DIARY
  Found in the hole under the floorboard in Smailholm tower. It is looked at in
  the inventory to find the partial Witch Code translation.


HANDBOOK
  Available at the start of the game. It is not used.


KEY ON A RING
  If you chose to take the first route at the end of day 2, the key on a ring
  is found by searching McGee after the crowbar has been thrown at him. It is
  used on the cell door in the jail to free Mary.


LOCKET
  On day 1, after talking to Wilma about the spell, the locket is found by
  asking Mary for a personal item. It is given to Wilma.


PARTIAL WITCH CODE TRANSLATION
  Found by looking at the diary. It can be looked at in the inventory to see a
  translation for some of the Witch Code letters.


ROOM KEY
  Available at the start of the game. It is used to unlock the door to Ben's
  room in the hotel.


ROPE
  Found by using the rope for the fourth time in the closet on day 3 (route 2).
  It is used on the hook on the ceiling in the closet.


ROPE WITH HOOK
  After pulling the rope when McGee walks on the squeaky floorboard, the rope
  with hook can be picked up from the closet. After Zortherus finds Ben in the
  woods, the rope with hook is used on Zortherus.


SHOVEL
  Found in Percival's room on day 3 (route 1) after he has been told about the
  deciphered witch code. It is used on the McBees grave.


STICK
  Found on the ground in the dark forest after escaping from Zortherus on day
  3 (route 1). After the tranquiliser gun has been used on Zortherus, the stick
  is used on Zortherus.


TEDDY BEAR
  On day 1, after talking to Wilma about the spell, the teddy bear is found in
  front of the McBees grave in the church graveyard. It is given to Wilma.


TRANQUILISER GUN
  If you chose to take the first route at the end of day 2, the tranquiliser
  gun is found by searching McGee after the crowbar has been thrown at him.
  After Ben gets the stick, the tranquiliser gun is used on Zortherus.


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4.                                Point List

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              INTRODUCTION
              ------------
2      2      Talk to Marcus about witches.
4      2      Talk to Wallace about witches.
6      2      Talk to Angus about the other investigator.
8      2      Talk to Angus about the prisoner.
10     2      Use the bed in Ben's room.


              DAY 1
              -----
13     3      Ask Mary about her side of the story.
15     2      Talk to the McBees about the old lady.
17     2      Talk to the McBees about the picture.
22     5      Watch Wilma perform her spell at the river.
26     4      Enter Wilma's cottage.
29     3      Talk to Wilma about the spell.
32     3      Ask Mary for a personal item.
35     3      Get the teddy bear from the graveyard.
38     3      Give the locket to Wilma.
41     3      Give the teddy bear to Wilma.


              DAY 2
              -----
44     3      Get the crowbar from the flowerbed.
47     3      Look at the witch code on the tree.
52     5      Use the crowbar on the tower door.
56     4      Use the crowbar on the light floorboard.
59     3      Get the diary from the hole.
64     5      Look at the old diary in the inventory.
67     3      Look at the partial Witch Code translation.
70     3      Talk to Mary about the diary.
74     4      See Constable McGee in the forest.
77     3      Talk to Mary about the escape.
84     7      Route 1 only: Throw the crowbar at McGee.
90     6      Route 1 only: Search McGee.
95     5      Route 1 only: Use the key on a ring on the cell door.


              DAY 3 ROUTE 1
              -------------
99     4      Tell the truth to Percival's first question.
103    4      Answer the McBees to Percival's second question.
107    4      Answer nobody killed them to Percival's third question.
110    3      Look at the new witch code on the tree near the forest.
115    5      Tell Percival that the Witch Code said ELIMINATE PQJ.
118    3      Get the shovel from Percival's room.
122    4      Use the shovel on the McBees grave.
124    2      Open the coffin.
126    2      Ask Zortherus about himself.
129    3      Get the stick.
134    5      Use the tranquiliser gun on Zortherus.
144    10     Use the stick on Zortherus.


              DAY 3 ROUTE 2
              -------------
80     3      Use the rope for the fourth time.
82     2      Use the rope on the hook on the ceiling.
85     3      Use the small hole on the wall.
88     3      Use the rope when McGee walks on the squeaky floorboard.
90     2      Get the rope with hook.
92     2      Use the rope with hook on McGee.
94     2      Use the brass key on the closet door.
105    11     Use the rope with hook on Zortherus.


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4.                          Copyright Information

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This file is Copyright 2008 Tom Hayes. As it can be difficult to keep track of
websites that haven't posted the latest version of this file, please do not
distribute it without my permission. Send an e-mail to me if you would like to
post this file on your website and you will likely receive a positive response.
If you do post the file, please keep it in its original form with all of the
sections intact and credit the author (Tom Hayes) as the writer of the file.
GAME INFO Ben Jordan: Paranormal Investigator - Case 3: The Sorceress of Smailholm is an adventure game by Grundislav Games released in 2004 for PC. It has a Comic cartoon style and is played in a Third-Person perspective.

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