5 Days a Stranger is a horror/mystery point and click adventure game and the first in the John DeFoe game series. The series was created by Ben 'Yahtzee' Crowshaw and can all be downloaded for free from the developer’s website, accessible here. In 5 Days a Stranger we follow gentlemen cat burglar Trilby as he breaks into a supposedly abandoned manor house with the intention of looting it for all its worth. However, upon entry Trilby finds himself not only unable to leave again but trapped in with four other people. As people begin to be murdered Trilby must solve the mysteries the DeFoe manor house and, most importantly, stop the killer before he himself is killed.
For this walkthrough I will be giving very limited information about what is happening in the plot so as to avoid you reading any unwanted spoilers. Items you can pick up will be highlighted in orange. I hope you enjoy this brilliant little point and click game and, don't forget, there's plenty more in the series if you did enjoy it. If you'd like you can also read my full review of '5 Days a Stranger' by clicking here.
This game is primarily controlled by using the mouse and there's generally very little keyboard input except for saving the game and the hotkeys. You select the actions you want to perform by utilisizing the bar at the bottom of the screen which consists of four icons; footsteps, used for moving about, an eyeball, used for examining things more closely, a hand, used to pick up or use objects and finally a speech bubble, used for talking to people. You can further switch between these actions by using F1, F2, F3 and F4 as hotkeys. Lastly, whenever you move your cursor over an object the name of that object will be displayed.
Day 1
After the cutscene, open the window.
Use the door
Walk along the corridor and go down the stairs.
Walk all the way to the right and through all the doors.
After the cutscene go back upstairs to the hallway.
Walk to the right and talk to the woman beside the door.
Go back downstairs and this time through the doors on the left until you are outside.
Use the tree beside the wall.
Talk to the tree.
Go back through the house, all the way to the right until reaching the lounge.
Talk to everybody about everything
Once you’ve thoroughly interrogated everybody the game will move onto Day 2.
Day 2
Walk to the left until you find Jim.
Talk to Jim about everything then head outside into the garden.
Walk all the way to the right, beyond the pipeline, until you see Phillip.
Talk to Phillip, ask him 'Was it you who...', 'What are you doing with that...', 'How do you know the...' then finally, 'Can I borrow..,'
Go back to the house and go upstairs.
Open the nearest door, it has a broken lock, to enter the library.
Talk to Simone about everything
Locate the third shelf of the lefthand bookcase and take the yellow book to receive a plan of the DeFoe Manor.
Examine the plan then return to the garden.
Give the plan to Phillip to receive the metal detector.
Walk to the left and use the metal detector with the pipeline
Follow the pipline and use the pile of dirt it leads you to.
Use the newlt exposed panel.
Walk left to where the swimming pool is.
Climb down the ladder.
Day 3
Read the article that Phil gave you earlier
Enter the downstairs foyer and pick up the newspaper that's near the front door.
Read the newspaper.
Head outside for a surprise
Use your car to obtain lockpicks
Use the lockpicks with the shed door
Open the door and enter the shed
Pick up the saw and pickaxe
Head out of the shed then go to the library
Pick up the blue book on the bottom-left shelf to obtain the Defoe Family History book.
Talk to Jim, ask him what he’s doing then invite him along Go back outside and use the saw on the tree
Jim will help Trilby, once finished, go inside the house.
Go upstairs and use the lockpicks on the door that’s second from the right.
Open the wardrobe and pick up the green diary, read it.
Open the window and climb outside
Use your grolly (umbrella) on the loose tile overhead.
Use the window.
Pick up the teddy bear.
Open the nightstand and pick up the diary.
Exit the room via the door and go back to the library.
Pick up a black occult book from the right shelf and read it.
Go back downstairs and into the lounge
Pick up the television cord.
Go back outside and pick up the stick.
Go into the kitchen and open the middle cupboard
Pick up the salt.
Combine the television cord with the teddy bear, then this combination with the stick.
Use the bear/stick with the salt.
Go back upstairs and open the third door from the right.
Use the salty bear/stick with the bed before looking at it.
Go to the kitchen and look at the plan.
Use the pickaxe on the wall to the very left of the room.
Go through the hole.
Look at the salty bear/stick and follow the directions until it points downwards.
Use the area it’s pointing at.
Go upstairs and walk all the way to the right.
Pick up the idol on the floor.
Day 4
Talk to the window
Ask ‘what makes you think…’, ‘I was possessed…’ ‘It possessed me just like…’ then ‘I’m delirious with…’
Pick up your tie
Use the lockpick on the door
Go into the house and upstairs to the hallway
Save your game
Enter the bathroom at the end of the corridor on the far right
Wait until the killer is on the bathroom mat then use it, quickly
If you die just reload your game
Day 5
Enter the room behind you and talk to Jim to receive an apron, mask and machete
Enter the library and pick up another black occult book
Go downstairs and into the lounge
Pick up the scissors from the dresser
Use the scissors with the apron
Use the strip on the mask
Use the mask/strip on the machete
Go back to the kitchen and dip the mask/machete in salt
Enter the basement and use this salty mask/machete with the manacles on the wall
Exit the basement and go back to the bathroom
Examine the salty mask/machete and follow its directions until reaching a specific point
Use the scissors with the salty mask/machete to free up the machete
Use the machete with the tiles
Pick up the remains.
Go downstairs and into the hunting room, use the remains on the floor
Use either the mask or apron on the remains
Talk to Simone (in the lounge) and Jim (upstairs in Matthew’s room) and ask them both to meet you in the hunting room
Head to the hunting room as well
Give the teddy to Jim
Pick up the rifle from above the fireplace and give it to Simone
Use the occult book on yourself
Enjoy the ending!
I hope you enjoyed this walkthrough for 5 Days a Stranger, for more walkthroughs you can check out the page here listing the ones I have written so far. Don't forget to +1, comment or share this guide if you found it helpful, happy gaming!