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-
- Uninvited Part 1
- ----------------
- By Kiran S. Kedlaya
-
- Welcome to the walkthrough for Uninvited. If you are reading this,
- chances are you have Uninvited. So let's get down to business.
-
- LOOKOUT! Hmm... wonder what that black shape was. Anyway, your car's a
- wreck, your brother's gone, and I think I smell gas. What a way to start
- the day. Speaking of gas, I'd get out of the car.
-
- Boom! Oh well, you can't win 'em all. Your brother is probably inside
- that creepy mansion. But don't go in yet. Open the mailbox and read the
- mail. You don't need the letter (just keep track somehow of what it said),
- but hang on to the amulet. Now open the door, and go through.
-
- This place is not exactly a comfy environment, but no time to worry
- about that now. You must be exhausted; why don't you have a seat. (Try
- everything you can sit on.) Ouch! Something sharp must be in that chair.
- But since we can't open it yet, you'll have to leave it alone. Now that you
- have a choice of two exits, take the door on the right.
-
- This small room isn't too important, but that book is. Take down the
- definitions inside (if you're curious, those words are Latin), and leave.
- Now that you're back here in this entrance hall, take the door on top (from
- now on, exits will be referred to by their position in the Exits window).
-
- Though it doesn't look it at first, this would be a good place to save
- your position. Why? You'll see in a minute. Open any of the doors except
- the one on the top right (that's the one you just came through). Voila! A
- Scarlett O'Hara lookalike. But definitely not a Scarlett O'Hara actalike,
- as you'll notice very shortly. Now do anything. Whoops! That Scarlett's a
- killer. We'll deal with her shortly, but for now open that saved game (you
- DID save your game before this, didn't you?) and go upstairs.
-
- Welcome to what is known as a six-way junction. There's quite a bit to
- explore up here, so let's go one door at a time, starting at the lower
- right door. Open it up and go through.
-
- Well, well, well, a storage closet. Who'd store anything in this
- place, anyway? In any case, most of this stuff is pretty useless, but
- examine the things to find out what you need.
-
- What's this, a bottle of No-Ghost? Well, we DO have a ghost to kill
- downstairs, but for now, just open it up and hang on to it. Also keep the
- Spider Cider handy. Now you can leave the same way you came in, and use the
- next door, on the middle right.
-
- That axe may be very useful, if you're a psychotic, or you want to
- finish the game, so drag it into the inventory. Don't go up the stairs, but
- if you must, save your game here and climb up those stairs. Open the cell
- door and go inside. Uh-oh... Time to open that saved game, and leave the
- way you came. Now we go through the door on the top right. But since the
- radio doesn't work, there's no time to sleep, and the star in the dresser
- will soon be superseded by a better model, we might as well leave.
-
- Next, the top left door. Well, here's a book for us to read! Let's
- read it... Not much interesting there, but what about this nightstand?
- Examine it. "The solid-looking nightstand makes a hollow ring when you
- knock on it." I wonder why... Maybe it is hollow! Try opening it. That
- cigar-type object is really a scroll. Open that too and examine it. Those
- six words should sound familiar. They're in that book we read some turns
- back! If you wrote down the definitions (and I hope you did), you will be
- able to translate those words as "Talking head" and a magic word, and
- "Instant light" and a magic word. Those are spells that can be cast on
- objects. But you just need to know the words, so leave the scroll where it
- is and use the door in the top right corner.
-
- Hmm, no toilet in this bathroom. Maybe it was used for something
- else... But anyway, examine the various objects in here, specifically that
- funny-looking light on the ceiling. Looks grippable, the game says. Maybe
- we can open it... but we can't reach it right now, so just go back out into
- the upstairs hallway. Now we'll go through the final unused door on the
- bottom left. Look, another book! (Hey, that rhymes!) Open it up and take
- down what's inside. "My servant sealed his star inside my hingeless box."
- Hmm.. where's the box? "I've hidden the key, a chair knows where." And if
- you interpreted that correctly, you should know where, too. But at this
- point, open that cabinet. Or rather, try. It seems to be locked, but we
- know where the key is, so go out and head back downstairs. Now in the hall,
- go back to the entrance hall (the door on the top right, remember?). We can
- now open the chair, but not by Opening it. We have to hack it up. Operate
- the axe on the chair, and presto! a key. Drag that into the inventory. But
- wait, there's a head here. Maybe it talks. Try saying that talking head
- spell (Specan Heafod Abraxas) to the head. "Find your brother!" Wow, quite
- useful, but don't despair. That's not the only talking head around here. At
- this point go to the hall and open one of the doors.
-
- There's Scarlett again. But this time we're ready to kill that ghost
- once and for all. Operate the open bottle of No-Ghost on her. That worked
- quite well, and you can drop the No-Ghost, since it's empty. Remember the
- locked cabinet upstairs? We now have a key! So head on upstairs back into
- the master bedroom. Now that we're here, unlock the cabinet and pop it
- open. Well, what's this? Two scrolls, a bottle and a box! First open the
- scrolls, read them and keep track of what's on 'em.
-
- Try examining that bottle. The liquid inside seems to be in one piece.
- Ever see any liquids that act like that? I'll give you a hint. It's in
- thermometers... right, it's mercury! And the bottle has a gold cap.
- Recalling one of the scrolls, "Gold, silver, and mercury. Together they
- form a key." But wait, first of all you have no silver, and second of all
- if you did, there would be no way to put them all together. The "key"
- mentioned is not what you think. Let's take a look at the box. Seems to be
- airtight. Maybe we can open it... then again, maybe not. Notice there are
- no hinges on this box, so it's a "hingeless box". Sound familiar? But we
- can't open it... yet, so just drag it into the inventory.
-
- By now you'll have noticed a couple of things which haven't been
- addressed here, so I'll address them. The first is that skull which pops
- out of nowhere. The game gives you a certain number of turns in which to
- finish. If you don't finish by then, you're finished for sure. The skull
- just is a reminder of how long you have left.
-
- Also, you most likely have seen a little creature run across the
- screen waving a key. Unfortunately, you can't do anything while he's there,
- so anything you do to him must be set up beforehand. And yes, that key is
- useful, but not now. Now it's time to head for the hall. We can go several
- directions here, so you might want to explore the various exits. But
- there's no time to lose, your brother's in danger!
-
- 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 the dining room. 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 victrola in for repairs... There is the locked cabinet, though.
- Luckily you have a key. 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!
-
- 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!).
-
- If you've made it this far, you're really close to the end. But as they
- say, it ain't over 'til it's over, so let's go to work.
-
- We find ourselves in the Magisterium, at a three-way junction. Let's
- take the door on the right (remember, doorways are referred to by their
- position in the Exits window).
-
- This room seems to be some sort of observatory. What varied interests
- the undead have! Nothing here seems to be of interest except the book, so
- take a look. Darnit, that book is in some indecipherable scrawl. Time to
- leave and take the door on the left.
-
- Whoops! That door is locked, and you don't have the key. Don't worry,
- you can't get past that door, so go through the top door and take a look.
- Somebody must be doing something important in here (or at least important-
- looking). There is a safe here for the opening. But what's the combination?
- Time to invoke one of the messages we read a long time back. The one that
- was in the Master Bedroom... "Gold, silver, and mercury. Together they form
- a key." These three words have appeared elsewhere. I wonder where... yank
- out the list of the information on the cards in the study. The ones that
- had some of the elements on them. Find the numbers of gold, silver, and
- mercury, and string them together with dashes. This is the combination to
- the safe.
-
- What's this, a cookie jar inside! Open it. Well, then we'll have to
- open it the hard way. Remember how we "opened" the chair back in the
- entrance hall? Attack the cookie jar with the axe. Voila! One cookie.
- Though you might be tempted, don't eat it. Hang on to it.
-
- Remember anybody who seems to have had a sugar rush lately? Been
- acting awfully hyper? The little gremlin you remember taunting you with a
- key can now be faced. But to face him, you'll have to go in the house. Go
- back to the trophy room (or anyplace inside). Now just drop the cookie and
- do something until the demon runs by again.
-
- That cookie really WAS tempting! The key he's left you will be very
- handy, so grab it and race back to the room we came back from. The trapdoor
- is a good place to go right now. Open it and descend downwards. It's now
- time to save your game, because you could be in deep trouble if you screw
- up now.
-
- Go through the top passage. Yow! This is the same spider you spotted
- from coming through the altar trapdoor. Yes, they are connected. But this
- time, you have time to escape, so come back. Now take the middle passage.
-
- Who was that bearded man, anyway? It's time to melt the ice. A fire
- will not do right now, so it's time to invoke some more poetry. Recall the
- rhymes from the servant's diary? "Dracan's star never discerns. In fire it
- freezes, in ice it burns." We found Dracan's star in the hingeless box: the
- pentagram. Since it burns in ice, we can use it to melt this cave. But save
- your position first. Now operate the star on the ice cave.
-
- Something's happening, and you'll have to hurry to stop it. Follow the
- body through the top passage into the next cave.
-
- Here's the body, and you must get rid of it--as far away as possible.
- Examine the hole in the center of the room. A bottomless pit... that's
- pretty far. Throw the body down it. Now go through the passage near the
- pit, but don't go down the pit, unless you're a masochist.
-
- Here we have a wooden door. Open it and... oops, it's locked. Try the
- skeleton key. No luck? Maybe the key we got from the demon will do it...
- Voila! Now open it. Not another creaking door! Go through, and...
-
- Omigosh! That's your brother, and his pained screams seem to be coming
- from above. We'll have to go above--upstairs, that is. Go back to the hall
- and take the stairs.
-
- You're getting closer, but not yet. We have to go up further. Recall
- the odd light fixture, that looked grippable? Head through the top left
- door and into the bathroom.
-
- Somebody wants you here, or something. You're almost there. Now try to
- open the light fixture.
-
- Save your game here, because the next step involves some risk. You
- have no way of reaching that light fixture on solid ground. Maybe the
- ground you must be on is liquid...
-
- Turn on the water in the tub. No, you can't take a bath, but the water
- is going to gush. Out of the tub, even. This overflow could raise you a
- bit. Try to open the fixture again.
-
- Next time, maybe. Keep trying until it finally opens. Now there's no
- time to lose. If you hesitate you'll be all wet. Go through the fixture.
-
- A secret room! And your brother!! Examine him. He's delirious. And
- there's a potential escape route in the window. There are three ways to
- proceed here, the easiest of which is to dawdle. But there are faster ways.
-
- If you want to take care of your brother first, you'll realize he is
- slightly dizzy, delirious, etc. Time to smack some sense into him. Hit him
- (but NOT with the axe--that has a bit too much effect.)
-
- If you'd rather open up an escape route first, open the window. But
- not by opening it, that won't work. You'll have to open it the old-
- fashioned way, the way we opened the chair and the cookie jar; hack it up
- with the axe. Either way, a sceptre will come out of your brother, who will
- escape out the window. He's safe: it's now your turn to escape. Save your
- game; one wrong move and you're dead... er, undead.
-
- Remember the infamous line in the letter? "The undead fear symbology."
- And usually religious symbology, to boot. What religious symbology do you
- have for him?
-
- The cross! Show it to him.
-
- Whoa! That really did him in. Just go through the window and smell the
- fresh air.
-
- You did it! Now wasn't that fun? Don't forget to print out a
- certificate of accomplishment.
-
- I hope you enjoyed Uninvited as much as I did. And I hope the walkthru
- was useful. If you have any comments/gripes/praise/etc., just leave me E-
- Mail at GEMail address K.KEDLAYA.
-
- 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.
-