Beneath Fenwick Walkthrough Day One 1. Go to Center Street > Town Hall 2. Examine "the attendant" 3. Speak with her 4. Ask her about Messages 5. Read Telegram 6. Ask her about Hannock House 7. Go to Center Street > Town Square > Market Street > Fenwick Sundry 8. Examine "sundry items" 9. Buy "ball of twine" 10. Go to Market Street > Fenwick Service 11. Examine the "service desk" and take the "scratched yardstick" 12. Examine the "scattered papers" 13. Go to Town Square > Alley Entrance > Crumbling Alley 14. Examine "windowed door" and in that, the "grimy window" for some optional story 15. Attempt to take the "small package" 16. Take the "rusty hook" and the "screwdriver" 17. Combine the "scratched yardstick", the "rusty hook" and the "ball of twine", which gives you a "makeshift crook" 18. Use the crook on the "small package" 19. Combine the "screwdriver" with the "small package", which gives you a "new call bell" 20. Go to Alley Entrance > Town Square > Market Street > Fenwick Service 21. While carrying the "screwdriver" and the "new call bell", select the old call bell and replace it with the new one 22. Select the "new call bell" and ring it 23. Examine "Cletus" 24. Ask him about the "Visitors Map" 25. Go to Market Street > Town Square > Center Street > Sacks Road.> Sacks at Oak > Oak Street > Hannock House (Front Yard) > Side of the House > Backyard 26. Examine "the gardener" and ask him about any topic 27. Go to the Overgrown Orchard > Back End of the Orchard > Stone Well 28. Return to Back End of the Orchard 29. Oh no! An angry dog! Climb the "dark trees" and then go down again 30. Go to the Backyard > Side of the House > Front Yard > Front Porch, and "access to the house" to the Foyer 31. Play out the cut scene 32. Now in the Sitting Room, examine Mrs. Hannock and ask her about the Phone Service 33. Exit the sitting room to the Foyer 34. (Transition to Day Two) Day Two 35. You start day two in the Cedar Lodge 36. Take the "sealed letter" 37. Go to the Upper Hallway > Upper Landing > East Wing > Telephone Room 38. Take the small stool 39. (Optional) Go to East Wing > Master Bedroom and open the "wooden door" 40. Go to the East Wing > Upper Landing > Foyer > Dining Room > Cozy Kitchen > Pantry 41. Go back to Cozy Kitchen 42. Ask Mrs. Hannock about Light Bulb 43. Go to Mudroom > Main Cellar 44. Knock on "small door" 45. Ask Clem about the Light Bulb, and receive one 46. Go to Mudroom > Kitchen > Pantry 47. Drop stool 48. Stand on stool 49. Screw "light bulb" into "ceiling light" 50. Go down to the Pantry 51. Shove the "pantry shelves" 52. Open the "hidden door" 53. Enter the dark area to the Hidden Alcove 54. Go back to Pantry 55. Pull the shelves back 56. Go to Kitchen > Dining Room > Foyer > Front Porch > Front Yard > Oak Street > Oak Hill Road > Ealdian Shuttle Stop > Library Parking Lot > Fenwick Public Library 57. Mail Randall's "sealed letter" in the mailbox 58. Go to Library Parking Lot 59. Play through cut scene 60. Go to Ealdian Shuttle Stop > Oak Hill Road. 61. Oh no, a rabid dog! Go to Winding Road > Gravel Path > Caufield Sawmill 62. Examine the "tall wire fence" and squeeze through the opening to the Main Yard 63. Go to Lumber Storage > Kiln Room > Staircase > Millwright Office 64. Examine the broken window and escape through it 65. Be "too crazy" and go down to the Main Yard > "hole in the fence" > Gravel Path > Winding Road > Oak Hill Road > Oak Street > Hannock House > Front Porch > Foyer 66. Play through the cut scene 67. Transition to Day 3 Day Three 68. Go to Upper Hallway > Upper Landing > Foyer > Main Hallway > Mudroom > Small Back Porch > Backyard 69. Try to enter the Garden Shed through the door that is "standing wide open" 70. Go to Side of the House 71. Examine the "potting station" and topple it 72. Go to Backyard 73. Talk to Clem about the Terrible Accident 74. Enter Garden Shed through the door that is "standing wide open" 75. Take the "crowbar" 76. Go to Backyard > Overgrown Orchard > Back End of the Orchard > Stone Well 77. Examine the "stone well" and pry off the boards with the crowbar 78. Examine the "stone well" again and enter it to get to the Well Shaft 79. Go down into "pitch black" to the Well Bottom 80. Take the "iron key" 81. Go to Well Shaft > "brightness" to Stone Well > Back End of Orchard > Overgrown Orchard > Backyard 82. Unlock the "cellar doors" and then open them 83. Go to the Root Cellar 84. Examine the "inner door" and unbolt it 85. Examine the "inner door" again and open it 86. Enter the "deeper darkness" to the Sealed Cellar 87. Examine the "brick wall" and within that description, examine the "crumbling mortar" and try to scratch it 88. Wake up in the Garden Shed 89. Drop everything you are carrying 90. Take the "sledgehammer" 91. Go to Backyard > Root Cellar > Sealed Cellar 92. Examine the "brick wall" and smash it with the "sledgehammer" 93. Examine the "gaping hole" and peer into the darkness 94. Play through the cutscene 95. Examine the "gaping hole" again and go inside 96. Play through the cutscene 97. Endgame (no alternative endings). Go to the credits