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- Uninvited Part 3
- ----------------
- By Kiran S. Kedlaya
- Greetings. As the scene unfolds, we find ourselves at Chapel Entrance, freezing
- in the bitter wind. The chapel is obviously a haven from the breeze, so stroll
- inside.
- Time to make a study of the objects here. Notice the head on the stand. Remember
- back at Entrance Hall, the other head? The one we cast a spell on? If you don't,
- in one of the scrolls were printed six words from the book, in two lines. One of
- these translated to "Instant light", which you've already invoked if you've
- gotten this far. The other one translated to "Talking head". Maybe this head
- talks... Say "Specan Heafod Abraxas" to the head.
- Zam! The door opened. But don't leave yet, there's still work to do. Notice the
- cross. That seems like a handy doodad to have around. Pick it up.
- Well, we have a secret trapdoor here. But don't go there either. Examine the
- candelabra. Maybe we could pick it up... Drag it in (if it doesn't fit, open the
- cage and put things in there). Now save your position. Don't ask any questions,
- just do it. You're at a life-threatening position, though it doesn't seem like
- it.
- Now we can exit two ways. Let's go through the trapdoor. Hmm... what's this
- about a spider? Try again. The game seems intent on keeping you up here. Keep
- trying, and eventually you'll get through. Whoops! There IS a spider here! And a
- very big one at that!
- Open the saved game and try again. This time, though, take the door on the left.
- Oh oh, this poltergeist won't even give you a ghost of a chance. Open the saved
- game again.
- Anything we do to it must be set up beforehand. Ghosts can be easily frightened,
- strangely. And any creep usually can be warded off by a religious symbol of some
- sort.
- Look at the candelabra. Notice that it's not lit. Maybe we'd have better luck it
- it were lit. Strike a match (remember, operate it on the matchbox) and light the
- candelabra. Now proceed back through the door.
- That candelabra sure frightened the ghost! Anyhow, up ahead is a garden maze,
- but a very gloomy one. Time to whip out the graph paper and head onward into the
- maze.
- We now are in a gloomy garden maze. Luckily, your sense of direction has
- actually sharpened, not faded. You always will be facing the same direction in
- the maze. Map any way you like. Just wander around, mapping passages and
- avoiding hazards, until something interesting happens.
- If you happen upon a bunch of zombies, run the way you came. There is no way to
- deal with them. There is one band that never moves, but if you do find a bunch,
- come back again to see if they've left.
- If you find one zombie, you can deal with him (it?) very simply. A zombie is, of
- course, undead. That should ring a bell... Remember the letter we read at the
- very beginning of the game? "The undead fear symbology." Remember what came with
- it? The amulet, of course! Operate it on him (it?) for best results.
- If you find a tombstone or coffin, make a note of where it was, but don't worry
- about it right now.
- If you've been everywhere there is to be, and seen everything there is to see,
- you'll remember there are a few tombstones about. You do have a bunch of
- flowers, but only one. Which tombstone is different from all the rest? The
- unmarked one. Operate the flowers on it.
- A hidden passage! What luck! Go through it right away.
- Three cages here to distract us. Which one to open? Don't worry, there's only
- one lock. Unlock it with the key.
- Here would be a good point to save your game. One wrong move and you're cat
- food, snake food and bird food simultaneously. The animal we're interested in is
- the bird, so operate the cage on it.
- What a hungry snake! Now that that's over, take the exit at the bottom (the exit
- at the left leads back to the bunch of zombies). Keep going until you find
- something interesting.
- Did you see what was under the bouncing creature? If you didn't, recall one of
- the scrolls you found in the Master Bedroom. "The heart of the maze contains the
- Blothney gem." Welcome to the heart of the maze.
- But we still have a bouncing creature to take care of. It looks friendly. Maybe
- it's hungry. It also looks fat enough to be a carnivore. Maybe we can give him a
- bird to munch on... Open the cage to get at the bird.
- Oh well, it got away. But look! the bouncing creature is chasing it. Now we can
- get at that gem and get out of here, which you should do.
- Now go back to the junction we left earlier and re-enter the greenhouse.
- Look! That plant we watered earlier has born some fruit. Grab the plant and go
- back to the junction.
- Heading up the left path, we find ourselves at Magisterium. That should sound
- familiar. Remember the book? Magisterium translates to "mystery". Now recall the
- second half of one of the scrolls in Master Bedroom. "There are places you
- cannot go, 'til you unlock the 'mystery'."
- There is a gem-shaped hole in the doorway. Putting together the parts of the
- message, we should be able to unlock the door with the Blothney gem. Try it.
- Open sesame! We can now go inside, which we should do.
- That demon seems more vicious than he is. Maybe he's hungry. But he doesn't seem
- like he'll want any "normal" food. Try feeding him some home-grown food, from
- the greenhouse.
- There he goes! We are now very near the conclusion of our hunt. But as the
- tension grows, so does the danger, so watch your step (I mean it this time!).
- Uninvited is copyright 1986 by Mindscape, Inc.
- This walkthru has not been copyrighted yet by Kiran S. Kedlaya, but this
- walkthru may be distributed freely, provided that it is distributed in its
- entirety, including this notice.
-