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- Uninvited Part 2
- ----------------
- By Kiran S. Kedlaya
- Welcome back. If you're reading this, chances are you have downloaded and read
- part 1 of this walkthru. But I'm not going to assume you have, just that you've
- completed everything covered in Part 1, like getting the key and the airtight
- box, etc.
- As we return to the scene, we find ourselves in the hall. We have several ways
- to proceed, so let's go through the door on the bottom right (remember, exits
- will be referred to by their position in the Exits window), taking care to open
- it first.
- Hmm... this parlor seems to be totally insignificant. But there is a closed door
- at the top left, so let's proceed.
- Welcome to a veranda. That spider seems to have some importance. But how do we
- get at him? Remember the bottle in the storage closet? You know, the one marked
- Spider Cider? The "arachnid anesthetizer" could come in very handy.
- Unfortunately for us, he only appears when we come out here, and is gone before
- we can do anything. But how could we set things up so that he'd get a dose of
- Spider Cider while crossing? Perhaps if he stepped in a puddle of it, he'd be
- knocked out. This puddle can be created by spraying the Spider Cider on the
- veranda. Now go back in and come out. Voila! Paralyzed spider! We can now pick
- it up and carry it with us, which you should do now before going back to the
- hall.
- Back at the hall, it's time to take the upper left door.
- Food! Obviously this place isn't as deserted as you thought. You can grab a bite
- from the bowl if you want, but there's no need. Just grab the flowers, open the
- double doors at the top and proceed through.
- This place is getting more inhabited by the minute. This study seems to have
- been used a lot, judging from the description of the desk. Open it and have a
- peek.
- Well, well, well, index cards! These will not be important themselves, but make
- sure you note the information on them.
- Anyhow, visiting time is over, so go through the door on the top right. Whoops!
- It's locked, but we have a skeleton key, so use it. Oh dear, that doesn't seem
- to work either. But don't worry about it much. Just go back the other way to th.
- This time, take the double doors on the top left.
- Presenting... the kitchen! You're right, it isn't worth a fancy leadup. Just
- take the door on the right.
- This pantry is reasonably stocked, considering this is a haunted mansion.
- However, since the oven doesn't work (try it yourself), there's really nothing
- important here except the matchbox. At this point, depart and take the door on
- the left from the kitchen.
- This room seems to belong to someone... but who? You'll see, but for now, just
- look around. Specifically at the light. If you've poked around a bit you'll
- remember that all the lamps around here seem to fail due to lack of electricity.
- But this one doesn't require electricity, so flick it on.
- Presto! A secret compartment! Also a mean ghost guarding it. To deal with him,
- you'll have to use some object you've picked up already. Just keep Operating
- things on him until... Bam! The spider really touched him off, didn't it? Now
- that we have access to the compartment, open the book and read it. Remember its
- contents: they're important. At this point dispose of the spider.
- "I've hidden the star in Master's special box. It never opens, it has no locks.
- Dracan's star never discerns. In fire it freezes, in ice it burns." Poetry
- aside, this should turn the gears in your mind. Master's special box, that never
- opens? The hingeless box! But wait! There's more. If it freezes in fire, and
- burns in ice, that gives us a way to destroy the box without ruining its
- contents. But enough chatter, let's return to the dining room.
- Now take the door on the right back to the hall. Don't worry about the door on
- the bottom: we'll get there anyway. Take the top right door back to the entrance
- hall.
- We can now use fire to access the contents of the box. Open the matchbook and
- strike a match (operate a match on the matchbook; you can select the matchbook
- by clicking anywhere in the window for the open matchbook). Now light the
- fireplace with this match, before it goes out. Vroom! That kindling sure could
- use the warmth. Now for the piece d'resistance. Pop the box in the fire.
- We now have a pentagram. This will be INCREDIBLY useful in time, but for now,
- just hang on to it. Now, go back to the hall and take the final door on the
- bottom left.
- This seems to be a rec room. Kinda out of place, don't you think? But there's no
- time for nitpicking right now. Try operating the victrola. Oh well, one victrol.
- Open the cabinet with the key and look inside. That doll sure looks interesting,
- and may have some value to boot. Now for the exits. The door on the right leads
- to the dining room (that's the one we didn't take), so go through the door on
- top.
- How impressive! Skins and heads galore. But this room is "don't touch", so hands
- off the animals. That cage is useful, though. If you carry it around, you can
- put things in and increase the capacity of your inventory! So drag it in right
- away. At this point, take the door on top.
- Follow the yellow brick road... never mind. This junction seems interesting,
- follow the middle brick road.
- Welcome to a greenhouse. Why not go inside?
- Lots of dead plants inhabit this greenhouse. If you examine them carefully,
- though, one is not dead yet. The watering can here only has water for one plant,
- so water the undead plant.
- At first you shouldn't see any response, but a watched pot never boils. Come
- back later for an update.
- Now go back out to the junction and down the right path. This would be a good
- time to save your game, as you are in immediate danger. Those dogs are vicious.
- You have no means of killing them, but maybe you could scare them. Try a little
- sorcery.
- Remember the scroll with the Latin words on them? One of them translated to
- "Instant light" and a magic word. Maybe a little "instant light" would turn
- these vicious beasts. Say "Instantum Illuminaris Abraxas" to one of the dogs.
- Now we can go inside. (The bit about watching your step is just a red herring.)
- But step on it, there's no time to lose!
- 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.
-
-