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Creative Computers
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Creative Computers CD-ROM, Volume 1 (Legendary Design Technologies, Inc.)(1994).iso
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uninvited_solve.pp
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uninvited_solve
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1994-11-17
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20KB
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362 lines
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