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-
- UNINVITED
- Part 1
-
- What a night to be out driving! How it happened doesn't matter; but,
- boy, are you in a mess. The last thing you remember is that something
- jumped out in front of you while you and your little brother were out
- for an evening drive -- you swerved the car smack into a tree. The smell
- of a ruptured gas tank signals your instinct to survive. You OPEN the
- car door and go out with your first move. As soon as you click your
- mouse to get out of the car you hear an explosion -- better get moving.
- With the car gone, you have no choice but to go inside that
- haunted-looking house that looks like it came straight out of a comic
- book.
-
- Before you go inside the House, it would only be fitting to find out
- where you are. A good place to check would be the mailbox. OPEN the
- mailbox. Guess what? It looks like you're in luck because there's a
- letter inside. EXAMINE the envelope. Oh, no! You're at the Crowley House
- on 666 (sign of the Devil) Blackwell Road, Loch Ness, Scotland. Loch
- Ness: doesn't that mean monsters? If only you could turn around -- well
- it's too late. If you're in this much trouble, you might as well snoop
- around some more. OPEN the envelope. EXAMINE the letter. The letter
- contains a clue that the amulet might be good against the undead. DRAG
- the amulet into your inventory. It might come in handy.
- Now OPEN the front door and go through it. What a creepy house. The
- door has slammed shut behind you and it doesn't want to open up. What
- kind of trouble are you in now? EXAMINE the various pictures and the
- furniture. After your ordeal, why don't you sit down (OPERATE) and rest
- your feet on either of the chairs. Ouch! One of the chairs hurt you!
- (Remember this: You'll want revenge later.) OPEN both doors. First, go
- inside the room to your east (all orientation in this game is northern).
-
- You're in the Library. Notice the book on the table. EXAMINE the book.
- OPEN the book then EXAMINE the book again. There are some definitions
- that you would be well advised to write down in your notebook. Go out of
- the Library back into the Entrance Hall. Now go out the door to the
- northwest to the Hall. There are five exits, including the one you just
- passed through. Your best bet is to go upstairs first. Maybe that's
- where you'll find your little brother.
- The Upstairs Hallway has six exits, including the stairway you just
- came up. OPEN all the doors. Now to check out all of the rooms. First,
- go through the lower right door into the Storage Closet. EXAMINE all the
- items. Pretty mundane stuff, huh? Bet you've never seen a product at the
- supermarket called "No Ghost." DRAG the bottle into your inventory.
- "Spider Cider" looks interesting, too: DRAG that along into your
- inventory, also. By this time, you'll get the first signal that
- something is really wrong in this haunted house -- the evil is starting
- to get to you in very tangible ways. Go back into the Upstairs Hallway.
- Now go into the middle right door. Another stairwell! What's this? A
- weapon! DRAG the axe into your inventory.
-
- If you venture upstairs to the Tower, well all I can say is don't open
- the Prison and don't go inside no matter how tempting it looks. It might
- be the last thing you ever do! Go back to the Upstairs Hallway. Go
- through the door on the lower left side into the Master Bedroom. On the
- nightstand is a candle and a book. OPEN the book. DRAG the candle to
- your inventory. EXAMINE the book. Well now you know the name of the bad
- guy -- Dracon, huh? "A key is hidden someplace beyond his stare, a chair
- knows where."
-
- Go out of the room back into the Upstairs Hallway. Go down the stairs
- (south exit). Go through the open door (upper right) back into the
- Entrance Hall. Remember the chair that hurt you before? Now is the time
- for revenge! OPERATE the axe on the chair. In the rip is a golden
- skeleton key. DRAG the key into your inventory. Take the axe and leave
- it in the Entrance Hall -- it's too large to carry for now. Now go
- straight back upstairs.
- From the Upstairs Hallway go into the first room on the left. OPERATE
- the key on the large chest behind the bed. Now that the chest is
- unlocked, OPEN the chest. Take everything from the chest and put it in
- your inventory. OPEN and EXAMINE both scrolls. They contain clues that
- will be very important to finishing the game. OPEN the door in the upper
- left corner. Though everything in the room looks interesting, there is
- really nothing inside here that is worthwhile. Go back into the Master
- Bedroom. EXAMINE the pictures on the wall. They contain some clues to
- the Master's relationships with others.
- Go back into the Upstairs Hallway. Go through the door in the upper
- left corner into the Bedroom. EXAMINE, then OPEN and, once again,
- EXAMINE the book on the nightstand. Reading the egomaniacal rantings of
- Dracon gives you quite a clue into just what you are up against. OPEN
- the nightstand. Aha, another scroll! OPEN and EXAMINE the scroll. The
- scroll contains some important magic spells that use words you should be
- familiar with from the book in the library. Write these spells down on
- your notepad; you will be needing them soon.
-
- OPEN the door in the upper right corner and go into the Bathroom. OPEN
- the hamper. A blood stained towel -- yech! Could the blood belong to
- someone near and dear, like your little brother? You had better find out
- soon. Go out of the Bathroom through the Bedroom, back into the Upstairs
- Hallway. There is one last room you haven't explored. Go into the room
- in the upper right corner. OPEN the black dresser and DRAG the star into
- your inventory. Go out of the Bedroom, through the Upstairs Hallway, and
- back downstairs to the Hall.
- Remember that bottle of "No Ghost"? You had better OPEN it just in case
- you need it in a hurry. Now OPEN the lower right door. What's this? Out
- of nowhere a woman dressed like Scarlet O'Hara has appeared in the Hall!
- Anyone dressed in clothes from a century ago must be a ghost. OPERATE
- the bottle of "No Ghost" on Scarlet and see what happens. Well, that
- takes care of that as another ghost bites the dust.
-
-
- UNINVITED
- Part 2
-
- OPEN all the doors in the Hall. First, go through the lower right door
- that you first opened before "Scarlet O'Ghost" pranced in. That takes
- you into the Parlor. OPEN the outside door and go to the Veranda.
- There's a quick spider going by too fast for you to stop him. OPERATE
- the "Spider Cider" on the railing. Go back in the Parlor. On second
- thought, go back outside on the Veranda to see if the spider might come
- around again. Here it comes, slowing down in its tracks due to the
- numbing effects of the "Spider Cider." Pretty good stuff! DRAG the
- spider into your inventory. You never know when a spider might come in
- handy for stirring up a brew or something. Go back through the Parlor
- into the Hall again.
- Remove the "Spider Cider" and the "No Ghost" from your inventory and
- leave them in the Hall. Go through the lower left door into the Rec
- Room. OPERATE the gramophone. Pretty neat, huh? Too bad you broke it. It
- must be quite a valuable antique on today's market. But, then again, a
- lot of the creepy things you see in this house might fetch a high price
- at a graveyard auction.
-
- EXAMINE the cabinet at the back of the room. OPERATE the key on the
- cabinet. OPEN the unlocked cabinet and SPEAK to the doll. Say "SPECAN
- HEAFOD ABRAXAS" (like the scroll in Dracon's room said). The doll tells
- you to speak to her brother. OPEN both remaining doors in the Rec Room.
- Go through the right side door into the Dining Room.
- DRAG the flowers from the table into your inventory. EXAMINE all the
- pictures in the room. Be aware that some strange things will float out
- of the pictures as if they have a life of their own. OPEN all the doors
- in the Dining Room. Go through the upper left door to the Kitchen first.
- OPEN both the left and right doors. Go through the room on your left to
- the Bedroom. OPERATE the lamp. Something strange happens. (Actually, in
- this game, everything is strange! So maybe what's strange for the real
- world is normal here at 666 Blackwell Road.) Too bad that "No Ghost" was
- used up. Neither the amulet nor the star has any effect on the ghost.
- Maybe the ghost is frightened by small living animals the same way the
- mouse is legend for scaring elephants?
-
- OPERATE the spider on the ghost and it vanishes! EXAMINE, OPEN, then,
- again, EXAMINE the diary that was hidden in the wall behind the picture.
- It contains a clue for whatever is inside the box that was locked in the
- large chest upstairs in the Master Bedroom.
- Fire and ice -- where to find either would be helpful right this
- moment. Go out of the Bedroom through the Kitchen to the Pantry (the
- room off the Kitchen's right). DRAG the box of matches from the second
- shelf from the top. OPEN the matchbox. OPERATE one of the matches on the
- matchbox itself. OPERATE the newly lit match on the candle you took
- earlier from the Master Bedroom. Great! Now that should shed some light
- on the situation. Everything in the Kitchen, the Pantry, and the
- downstairs Bedroom is interesting but will not help you to complete the
- game. In fact the more mouse clicks that you waste in these rooms, the
- more time you lose. And those mouse clicks become valuable with time.
-
- Go out of the Pantry through the Kitchen back into the Dining Room. Go
- through the door in the top center of the Exits Box to the Study.
- EXAMINE the locked door. Besides being locked, there is something
- strange about that passageway. Hmm! Maybe the key that the creature has,
- huh? You'll have to be patient with that one. You aren't fast enough to
- make a difference in his life.
- OPEN the desk. Inside the desk are some files about different elements.
- DRAG the file on Gold, Silver, and Mercury into your inventory. Those
- elements were all mentioned as being able to make a key when put
- together. You will have to EXAMINE most or all the files to find all
- three cards.
- Go out the open door to the Dining Room. Go through the Hall back into
- the Entrance Hall. OPERATE the LIT CANDLE (that you have been carrying
- in your inventory) on the FIREPLACE. Besides taking a chill out of the
- air, you now have a big fire. OPERATE the sealed box that you took from
- the cabinet upstairs on the burning fire. The box will dissolve, leaving
- a pentagram. DRAG the pentagram to your inventory. Without it you cannot
- finish the game.
- Go back through the Hall and the Rec Room to the Trophy Room. DRAG the
- cage into your inventory. While there are several items that look
- helpful or interesting, they are red herrings.
- AT THIS POINT I WOULD RECOMMEND YOU SAVE YOUR GAME because when you
- OPEN the door in the upper right corner, you never know what kind of
- hell is going to break loose!
-
-
- UNINVITED
- Part 3
-
- OPEN the door in the upper right corner, and go outside to the
- Backyard. In the Backyard are three paths to three different buildings.
- Obviously, you will have to visit each building. Your brother just might
- be inside one of them waiting to be saved! First, go to the Building in
- the center. OPEN the door at the entrance and go inside the Greenhouse.
- EXAMINE ALL of the plant pots in the room. One of them is different from
- the others. OPERATE the watering can on the DIRT-FILLED RED-CLAY POT.
- DRAG the RED-CLAY POT into your inventory. There isn't much else of
- interest in this building. Go out of the Greenhouse, and return to the
- Backyard.
- Go to the Domed Building. No matter how you try to OPEN the door at the
- Magisterium, you fail. EXAMINE the niche over the Magisterium door.
- Something that should be there, isn't. Pay attention -- be on the
- lookout for an object shaped like the emblem on Superman's chest to fill
- that niche. Maybe a jewel? Maybe the same jewel mentioned on the scroll?
- Since there is nothing that will be accomplished by just standing
- around a building that you can't get inside, you might as well try the
- last building. Go back to the Backyard. From the Backyard, go to the
- building on the right.
-
- At the Chapel entrance are two very rabid-looking dogs. They don't look
- very nice. In fact, if you aren't careful, they might bite your head
- off! SPEAK to one of the dogs and be very careful about your spelling.
- Say "INSTANTUM ILLUMINARIS ABRAXAS." After the thunder and lightning
- stop, the dogs will go away.
- Thank God! In fact, you might just get a chance to do so once you're
- inside the Chapel! OPEN the Chapel door and go inside. There is a bust
- inside the Chapel. SPEAK to the bust. Say "SPECAN HEAFOD ABRAXAS." This
- must be the brother to the doll in the rec room cabinet. The statue head
- will open the door in the upper left corner for you.
-
- OPERATE the lit candle on the large standing candleholder in the
- Chapel. You w on't -- well don't say you weren't warned! Ever get the feeling
- you're being watched?
-
-
- NOW IS AN EXCELLENT PLACE TO DO A GAME SAVE!
-
- Go to the building in the center of the Church Grounds. Oh, no! A maze!
- Now is the time to make a map. Go through the maze with the following
- directions. All of them have a northward facing orientation.
- North, west twice, and north twice. At this point you'll find the grave
- of Doug Dinsdale.
- East twice, north four times, and east four times.
- If you see a lone Zombie (and of course you will), OPERATE the gawdy
- chain necklace that you originally found in the mailbox at the beginning
- of the game ON THE LONE ZOMBIE. If you run into a group of
- zombies...well, nothing works against them, so run away.
- Continue east twice and south twice. Here you will find a CROSS marking
- a grave.
- OPERATE the bouquet of flowers on the CROSS as a sign of your respect
- for the dead (which you hope you aren't among soon). The cross will
- move, revealin Part 4
-
- Yipes! It seems you are still being watched by that flying eyeball --
- the proverbial eye in the sky! Go south into the relative safety of the
- Chapel.
- Notice how the plant has thrived while you were away in the maze? Hey!
- How long were in that maze anyway? Return the candleholder to the
- Chapel. DRAG the potted plant to your inventory. DRAG the CROSS from
- above the altar into your inventory. The altar will move, revealing a
- new entrance. You will be warned about a giant spider. This time it pays
- to heed the warning. DO NOT GO DOWN INTO THE SPIDER PIT! Exit the Chapel
- and go back to the Backyard.
- From the Backyard, go to the Domed Building on the left. OPERATE the
- gem on the niche above the door. The door will now open. Go through the
- door to enter the Magisterium. As you enter the room, you will see,
- floating in the center of the room, a creature that wiggles its tongue
- and rolls its eyes. It doesn't look friendly; what does in this house?
- DRAG the p s you took out of the desk. The order of
- the elements is the same as mentioned in the scroll from the cabinet you
- found upstairs in the Master Bedroom: GOLD (#79), SILVER (#47), MERCURY
- (#80). The combination is 79-47-80.
- Inside the safe is a cookie jar. DRAG the COOKIE JAR into your
- inventory. The cookie jar is sealed so tight that the only way to open
- it will be to break it open. The axe is back inside the House. Go back
- out to the Backyard. Hurry! Now re-enter the House. Go through the
- Trophy Room, through the Rec Room, through the Hall, back into the
- Entrance Hall. OPERATE the axe on the cookie jar. Breaking the cookie
- jar reveals a -- oh, no! -- a cookie! Just a damned cookie!
- And after all that running, too! Well, maybe that little creature who's
- been running around with that key around his neck will be interested in
- the cookie. At least someone will get some pleasure from it. DRAG the
- cookie to the floor. The creature will stop and grab the cookie. He will
- then return the favor by leaving the key that he wore around his neck on
- the floor. DRAG the new key into your inventory.
-
- With the new key, it's time to go back to the Magisterium and see if
- the new key will open the locked door. Go back to Magisterium through
- the Hall, Rec Room, Trophy Room, Backyard, Magisterium entrance to
- finally, the Room. OPERATE the NEW KEY on the door on the left to
- unlock, and, ultimately, OPEN the door; and, maybe, find your brother.
- What? The key doesn't do anything! Go back through the center door to
- the Laboratory. OPEN the Trapdoor that's located under the cauldron.
- BEFORE YOU GO THROUGH THE TRAPDOOR, IT WOULD BE A GOOD IDEA TO SAVE
- YOUR GAME!
-
- Go down through the Trapdoor to enter the Cave. You can't go back it
- seems. The shaft is too high, and there is a spider in the upper Cave.
- Go through the Cave on the left into the Ice Cave. OPERATE the PENTAGRAM
- on the Ice Cave. A strange creature will engulf the ice mass and melt it
- to steam.
- There will be a human figure that will float to the next Cave. The
- robed man prompts you to follow the figure and move quickly. Once in the
- next Cave, OPERATE the figure on the pit at the center of the altar. You
- have just killed Dracon, but that doesn't save your brother. You aren't
- out of hot water just yet!
- Go beyond the altar to the Stairway. OPERATE the NEW KEY on the door at
- the Top of the Stairs. Now that the door is UNLOCKED, OPEN the door. Go
- through the door In the meantime, your brother, scared out of his
- wits, crashes out the window leaving you to finish off the demon.
- OPERATE the cross from the Chapel on the DEMON. The DEMON will fade to
- nothingness, leaving no tangible evidence of his having been there.
- You still need to check to see if your brother is okay. Go out the
- window and -- CONGRATULATIONS! You have saved your brother! Print out
- your certificate. You deserve it!
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