Chapter 10 Walkthrough: The Museum, Four Students and the Ending
Chapter 10 of The Bibliophile: free Karen, Terrell, Josh and Wendy with soap, rope, a letter opener and chains, then face Dennison and finish the game.
FAQ
Do I have to escort all four students?
What do I throw at Dennison?
What happens in chapter 10?
You come out of the sewers into the closed George Washington Museum at the base of the monument. Dennison’s captives, four music students, are scattered around it. You free each one in turn. The finale is a face-off with Dennison in the middle of the museum.

What are the exact commands for chapter 10?
Start in the Janitor’s Closet, where Chapter 9 ended. A line made only of directions means a run of moves.
search shelf
e s s w
squeeze soap on wrist
How do I free Karen?
The shelf holds a bottle of dish soap. Karen is handcuffed in the Employee Breakroom, and the soap lets her slip out of the cuffs. She then follows you. Take her back through the sewers to the manhole so she can climb to safety.
e n n w sw sw w n n e
The shambler can ambush you here, so keep entering commands one at a time and cast shrivel on shambler the moment it appears. That is the same rule as Chapter 9.
How do I free Terrell?
w s s e ne ne e s s e u
untie rope
talk to terrell
ask terrell about escape route
Return to the museum and go to the Utility Room. Terrell is tied up with rope. Once you ask him about the escape route he leaves on his own.
How do I free Josh and Wendy?
w
drop teddy bear
drop textbook
drop poker
drop drumstick
cut tape with letter opener
talk to josh
ask josh about escape route
sw
untie chains
talk to wendy
ask wendy about escape route
Josh is in the Back of Museum, bound with duct tape. Drop the items you do not need first, because the carrying limit gets in the way. Keep the bong and the letter opener. Wendy is southwest of him, wrapped in chains, and she also leaves on her own.
How do I finish the game?
e
talk to dennison
ask dennison about kidnapped students
throw bong at dennison
throw letter opener at dennison
In the Center of the Museum, the shambler appears with Dennison and a tied-up Coffey. Tell Dennison that the students are free. Then throw the purple bong at him, which buys one more second, and then throw the letter opener, which is your last action. The game then offers to restart, restore, quit or undo. We did not test other throwable items.
For the museum’s rooms see the George Washington Museum page. If you want to start over, the full walkthrough has every chapter in one place.
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