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Uninvited Hints
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Uninvited Hints #2
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1994-05-18
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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.