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Uninvited Hints
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Uninvited Hints #1
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1994-05-18
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6KB
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89 lines
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.