441 lines
25 KiB
Plaintext
441 lines
25 KiB
Plaintext
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Uninvited Part 1
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By Kiran S. Kedlaya
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Welcome to the walkthrough for Uninvited. If you are reading this,
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chances are you have Uninvited. So let's get down to business.
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LOOKOUT! Hmm... wonder what that black shape was. Anyway, your car's a
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wreck, your brother's gone, and I think I smell gas. What a way to start
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the day. Speaking of gas, I'd get out of the car.
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Boom! Oh well, you can't win 'em all. Your brother is probably inside
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that creepy mansion. But don't go in yet. Open the mailbox and read the
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mail. You don't need the letter (just keep track somehow of what it said),
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but hang on to the amulet. Now open the door, and go through.
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This place is not exactly a comfy environment, but no time to worry
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about that now. You must be exhausted; why don't you have a seat. (Try
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everything you can sit on.) Ouch! Something sharp must be in that chair.
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But since we can't open it yet, you'll have to leave it alone. Now that you
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have a choice of two exits, take the door on the right.
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This small room isn't too important, but that book is. Take down the
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definitions inside (if you're curious, those words are Latin), and leave.
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Now that you're back here in this entrance hall, take the door on top (from
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now on, exits will be referred to by their position in the Exits window).
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Though it doesn't look it at first, this would be a good place to save
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your position. Why? You'll see in a minute. Open any of the doors except
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the one on the top right (that's the one you just came through). Voila! A
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Scarlett O'Hara lookalike. But definitely not a Scarlett O'Hara actalike,
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as you'll notice very shortly. Now do anything. Whoops! That Scarlett's a
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killer. We'll deal with her shortly, but for now open that saved game (you
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DID save your game before this, didn't you?) and go upstairs.
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Welcome to what is known as a six-way junction. There's quite a bit to
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explore up here, so let's go one door at a time, starting at the lower
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right door. Open it up and go through.
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Well, well, well, a storage closet. Who'd store anything in this
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place, anyway? In any case, most of this stuff is pretty useless, but
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examine the things to find out what you need.
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What's this, a bottle of No-Ghost? Well, we DO have a ghost to kill
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downstairs, but for now, just open it up and hang on to it. Also keep the
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Spider Cider handy. Now you can leave the same way you came in, and use the
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next door, on the middle right.
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That axe may be very useful, if you're a psychotic, or you want to
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finish the game, so drag it into the inventory. Don't go up the stairs, but
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if you must, save your game here and climb up those stairs. Open the cell
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door and go inside. Uh-oh... Time to open that saved game, and leave the
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way you came. Now we go through the door on the top right. But since the
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radio doesn't work, there's no time to sleep, and the star in the dresser
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will soon be superseded by a better model, we might as well leave.
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Next, the top left door. Well, here's a book for us to read! Let's
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read it... Not much interesting there, but what about this nightstand?
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Examine it. "The solid-looking nightstand makes a hollow ring when you
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knock on it." I wonder why... Maybe it is hollow! Try opening it. That
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cigar-type object is really a scroll. Open that too and examine it. Those
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six words should sound familiar. They're in that book we read some turns
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back! If you wrote down the definitions (and I hope you did), you will be
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able to translate those words as "Talking head" and a magic word, and
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"Instant light" and a magic word. Those are spells that can be cast on
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objects. But you just need to know the words, so leave the scroll where it
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is and use the door in the top right corner.
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Hmm, no toilet in this bathroom. Maybe it was used for something
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else... But anyway, examine the various objects in here, specifically that
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funny-looking light on the ceiling. Looks grippable, the game says. Maybe
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we can open it... but we can't reach it right now, so just go back out into
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the upstairs hallway. Now we'll go through the final unused door on the
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bottom left. Look, another book! (Hey, that rhymes!) Open it up and take
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down what's inside. "My servant sealed his star inside my hingeless box."
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Hmm.. where's the box? "I've hidden the key, a chair knows where." And if
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you interpreted that correctly, you should know where, too. But at this
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point, open that cabinet. Or rather, try. It seems to be locked, but we
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know where the key is, so go out and head back downstairs. Now in the hall,
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go back to the entrance hall (the door on the top right, remember?). We can
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now open the chair, but not by Opening it. We have to hack it up. Operate
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the axe on the chair, and presto! a key. Drag that into the inventory. But
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wait, there's a head here. Maybe it talks. Try saying that talking head
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spell (Specan Heafod Abraxas) to the head. "Find your brother!" Wow, quite
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useful, but don't despair. That's not the only talking head around here. At
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this point go to the hall and open one of the doors.
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There's Scarlett again. But this time we're ready to kill that ghost
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once and for all. Operate the open bottle of No-Ghost on her. That worked
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quite well, and you can drop the No-Ghost, since it's empty. Remember the
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locked cabinet upstairs? We now have a key! So head on upstairs back into
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the master bedroom. Now that we're here, unlock the cabinet and pop it
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open. Well, what's this? Two scrolls, a bottle and a box! First open the
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scrolls, read them and keep track of what's on 'em.
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Try examining that bottle. The liquid inside seems to be in one piece.
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Ever see any liquids that act like that? I'll give you a hint. It's in
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thermometers... right, it's mercury! And the bottle has a gold cap.
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Recalling one of the scrolls, "Gold, silver, and mercury. Together they
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form a key." But wait, first of all you have no silver, and second of all
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if you did, there would be no way to put them all together. The "key"
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mentioned is not what you think. Let's take a look at the box. Seems to be
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airtight. Maybe we can open it... then again, maybe not. Notice there are
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no hinges on this box, so it's a "hingeless box". Sound familiar? But we
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can't open it... yet, so just drag it into the inventory.
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By now you'll have noticed a couple of things which haven't been
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addressed here, so I'll address them. The first is that skull which pops
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out of nowhere. The game gives you a certain number of turns in which to
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finish. If you don't finish by then, you're finished for sure. The skull
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just is a reminder of how long you have left.
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Also, you most likely have seen a little creature run across the
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screen waving a key. Unfortunately, you can't do anything while he's there,
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so anything you do to him must be set up beforehand. And yes, that key is
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useful, but not now. Now it's time to head for the hall. We can go several
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directions here, so you might want to explore the various exits. But
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there's no time to lose, your brother's in danger!
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As we return to the scene, we find ourselves in the hall. We have
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several ways to proceed, so let's go through the door on the bottom right
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(remember, exits will be referred to by their position in the Exits
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window), taking care to open it first.
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Hmm... this parlor seems to be totally insignificant. But there is a
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closed door at the top left, so let's proceed.
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Welcome to a veranda. That spider seems to have some importance. But
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how do we get at him? Remember the bottle in the storage closet? You know,
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the one marked Spider Cider? The "arachnid anesthetizer" could come in very
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handy. Unfortunately for us, he only appears when we come out here, and is
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gone before we can do anything. But how could we set things up so that he'd
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get a dose of Spider Cider while crossing? Perhaps if he stepped in a
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puddle of it, he'd be knocked out. This puddle can be created by spraying
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the Spider Cider on the veranda. Now go back in and come out. Voila!
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Paralyzed spider! We can now pick it up and carry it with us, which you
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should do now before going back to the hall.
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Back at the hall, it's time to take the upper left door. Food!
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Obviously this place isn't as deserted as you thought. You can grab a bite
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from the bowl if you want, but there's no need. Just grab the flowers, open
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the double doors at the top and proceed through.
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This place is getting more inhabited by the minute. This study seems
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to have been used a lot, judging from the description of the desk. Open it
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and have a peek.
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Well, well, well, index cards! These will not be important themselves,
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but make sure you note the information on them.
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Anyhow, visiting time is over, so go through the door on the top
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right. Whoops! It's locked, but we have a skeleton key, so use it. Oh dear,
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that doesn't seem to work either. But don't worry about it much. Just go
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back the other way to the dining room. This time, take the double doors on
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the top left.
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Presenting... the kitchen! You're right, it isn't worth a fancy
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leadup. Just take the door on the right.
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This pantry is reasonably stocked, considering this is a haunted
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mansion. However, since the oven doesn't work (try it yourself), there's
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really nothing important here except the matchbox. At this point, depart
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and take the door on the left from the kitchen.
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This room seems to belong to someone... but who? You'll see, but for
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now, just look around. Specifically at the light. If you've poked around a
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bit you'll remember that all the lamps around here seem to fail due to lack
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of electricity. But this one doesn't require electricity, so flick it on.
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Presto! A secret compartment! Also a mean ghost guarding it. To deal
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with him, you'll have to use some object you've picked up already. Just
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keep Operating things on him until... Bam! The spider really touched him
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off, didn't it? Now that we have access to the compartment, open the book
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and read it. Remember its contents: they're important. At this point
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dispose of the spider. "I've hidden the star in Master's special box. It
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never opens, it has no locks. Dracan's star never discerns. In fire it
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freezes, in ice it burns." Poetry aside, this should turn the gears in your
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mind. Master's special box, that never opens? The hingeless box! But wait!
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There's more. If it freezes in fire, and burns in ice, that gives us a way
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to destroy the box without ruining its contents.
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But enough chatter, let's return to the dining room. Now take the door
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on the right back to the hall. Don't worry about the door on the bottom:
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we'll get there anyway. Take the top right door back to the entrance hall.
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We can now use fire to access the contents of the box. Open the matchbook
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and strike a match (operate a match on the matchbook; you can select the
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matchbook by clicking anywhere in the window for the open matchbook). Now
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light the fireplace with this match, before it goes out. Vroom! That
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kindling sure could use the warmth.
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Now for the piece d'resistance. Pop the box in the fire. We now have
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a pentagram. This will be INCREDIBLY useful in time, but for now, just hang
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on to it. Now, go back to the hall and take the final door on the bottom
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left. This seems to be a rec room. Kinda out of place, don't you think? But
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there's no time for nitpicking right now. Try operating the victrola. Oh
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well, one victrola in for repairs... There is the locked cabinet, though.
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Luckily you have a key. Open the cabinet with the key and look inside. That
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doll sure looks interesting, and may have some value to boot.
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Now for the exits. The door on the right leads to the dining room
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(that's the one we didn't take), so go through the door on top. How
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impressive! Skins and heads galore. But this room is "don't touch", so
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hands off the animals. That cage is useful, though. If you carry it around,
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you can put things in and increase the capacity of your inventory! So drag
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it in right away. At this point, take the door on top. Follow the yellow
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brick road... never mind. This junction seems interesting, follow the
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middle brick road.
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Welcome to a greenhouse. Why not go inside? Lots of dead plants
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inhabit this greenhouse. If you examine them carefully, though, one is not
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dead yet. The watering can here only has water for one plant, so water the
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undead plant. At first you shouldn't see any response, but a watched pot
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never boils. Come back later for an update.
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Now go back out to the junction and down the right path. This would be
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a good time to save your game, as you are in immediate danger. Those dogs
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are vicious. You have no means of killing them, but maybe you could scare
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them. Try a little sorcery. Remember the scroll with the Latin words on
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them? One of them translated to "Instant light" and a magic word. Maybe a
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little "instant light" would turn these vicious beasts. Say "Instantum
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Illuminaris Abraxas" to one of the dogs. Now we can go inside. (The bit
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about watching your step is just a red herring.) But step on it, there's no
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time to lose!
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We find ourselves at Chapel Entrance, freezing in the bitter wind. The
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chapel is obviously a haven from the breeze, so stroll inside. Time to make
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a study of the objects here. Notice the head on the stand. Remember back at
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Entrance Hall, the other head? The one we cast a spell on? If you don't, in
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one of the scrolls were printed six words from the book, in two lines. One
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of these translated to "Instant light", which you've already invoked if
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you've gotten this far. The other one translated to "Talking head". Maybe
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this head talks... Say "Specan Heafod Abraxas" to the head. Zam! The door
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opened. But don't leave yet, there's still work to do. Notice the cross.
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That seems like a handy doodad to have around. Pick it up.
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Well, we have a secret trapdoor here. But don't go there either.
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Examine the candelabra. Maybe we could pick it up... Drag it in (if it
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doesn't fit, open the cage and put things in there). Now save your
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position. Don't ask any questions, just do it. You're at a life-threatening
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position, though it doesn't seem like it.
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Now we can exit two ways. Let's go through the trapdoor. Hmm... what's
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this about a spider? Try again. The game seems intent on keeping you up
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here. Keep trying, and eventually you'll get through. Whoops! There IS a
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spider here! And a very big one at that! Open the saved game and try again.
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This time, though, take the door on the left. Oh oh, this poltergeist won't
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even give you a ghost of a chance. Open the saved game again. Anything we
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do to it must be set up beforehand. Ghosts can be easily frightened,
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strangely. And any creep usually can be warded off by a religious symbol of
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some sort. Look at the candelabra. Notice that it's not lit. Maybe we'd
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have better luck it it were lit. Strike a match (remember, operate it on
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the matchbox) and light the candelabra. Now proceed back through the door.
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That candelabra sure frightened the ghost!
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Anyhow, up ahead is a garden maze, but a very gloomy one. Time to whip
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out the graph paper and head onward into the maze. We now are in a gloomy
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garden maze. Luckily, your sense of direction has actually sharpened, not
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faded. You always will be facing the same direction in the maze. Map any
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way you like. Just wander around, mapping passages and avoiding hazards,
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until something interesting happens. If you happen upon a bunch of zombies,
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run the way you came. There is no way to deal with them. There is one band
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that never moves, but if you do find a bunch, come back again to see if
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they've left. If you find one zombie, you can deal with him (it?) very
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simply. A zombie is, of course, undead. That should ring a bell... Remember
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the letter we read at the very beginning of the game? "The undead fear
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symbology." Remember what came with it? The amulet, of course! Operate it
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on him (it?) for best results. If you find a tombstone or coffin, make a
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note of where it was, but don't worry about it right now. If you've been
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everywhere there is to be, and seen everything there is to see, you'll
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remember there are a few tombstones about. You do have a bunch of flowers,
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but only one. Which tombstone is different from all the rest? The unmarked
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one. Operate the flowers on it. A hidden passage! What luck! Go through it
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right away.
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Three cages here to distract us. Which one to open? Don't worry,
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there's only one lock. Unlock it with the key. Here would be a good point
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to save your game. One wrong move and you're cat food, snake food and bird
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food simultaneously. The animal we're interested in is the bird, so operate
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the cage on it. What a hungry snake!
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Now that that's over, take the exit at the bottom (the exit at the
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left leads back to the bunch of zombies). Keep going until you find
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something interesting. Did you see what was under the bouncing creature? If
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you didn't, recall one of the scrolls you found in the Master Bedroom. "The
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heart of the maze contains the Blothney gem."
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Welcome to the heart of the maze. But we still have a bouncing
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creature to take care of. It looks friendly. Maybe it's hungry. It also
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looks fat enough to be a carnivore. Maybe we can give him a bird to munch
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on... Open the cage to get at the bird. Oh well, it got away. But look! the
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bouncing creature is chasing it. Now we can get at that gem and get out of
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here, which you should do.
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Now go back to the junction we left earlier and re-enter the
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greenhouse. Look! That plant we watered earlier has born some fruit. Grab
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the plant and go back to the junction. Heading up the left path, we find
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ourselves at Magisterium. That should sound familiar. Remember the book?
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Magisterium translates to "mystery". Now recall the second half of one of
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the scrolls in Master Bedroom. "There are places you cannot go, 'til you
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unlock the 'mystery'." There is a gem-shaped hole in the doorway. Putting
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together the parts of the message, we should be able to unlock the door
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with the Blothney gem.
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Try it.
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Open sesame! We can now go inside, which we should do. That demon
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seems more vicious than he is. Maybe he's hungry. But he doesn't seem like
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he'll want any "normal" food. Try feeding him some home-grown food, from
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the greenhouse. There he goes! We are now very near the conclusion of our
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hunt. But as the tension grows, so does the danger, so watch your step (I
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mean it this time!).
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If you've made it this far, you're really close to the end. But as they
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say, it ain't over 'til it's over, so let's go to work.
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We find ourselves in the Magisterium, at a three-way junction. Let's
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take the door on the right (remember, doorways are referred to by their
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position in the Exits window).
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This room seems to be some sort of observatory. What varied interests
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the undead have! Nothing here seems to be of interest except the book, so
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take a look. Darnit, that book is in some indecipherable scrawl. Time to
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leave and take the door on the left.
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Whoops! That door is locked, and you don't have the key. Don't worry,
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you can't get past that door, so go through the top door and take a look.
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Somebody must be doing something important in here (or at least important-
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looking). There is a safe here for the opening. But what's the combination?
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Time to invoke one of the messages we read a long time back. The one that
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was in the Master Bedroom... "Gold, silver, and mercury. Together they form
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a key." These three words have appeared elsewhere. I wonder where... yank
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out the list of the information on the cards in the study. The ones that
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had some of the elements on them. Find the numbers of gold, silver, and
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|
mercury, and string them together with dashes. This is the combination to
|
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the safe.
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What's this, a cookie jar inside! Open it. Well, then we'll have to
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open it the hard way. Remember how we "opened" the chair back in the
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entrance hall? Attack the cookie jar with the axe. Voila! One cookie.
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Though you might be tempted, don't eat it. Hang on to it.
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Remember anybody who seems to have had a sugar rush lately? Been
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acting awfully hyper? The little gremlin you remember taunting you with a
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key can now be faced. But to face him, you'll have to go in the house. Go
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back to the trophy room (or anyplace inside). Now just drop the cookie and
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do something until the demon runs by again.
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That cookie really WAS tempting! The key he's left you will be very
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handy, so grab it and race back to the room we came back from. The trapdoor
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|
is a good place to go right now. Open it and descend downwards. It's now
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|
time to save your game, because you could be in deep trouble if you screw
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|
up now.
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|
Go through the top passage. Yow! This is the same spider you spotted
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|
from coming through the altar trapdoor. Yes, they are connected. But this
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|
time, you have time to escape, so come back. Now take the middle passage.
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|
Who was that bearded man, anyway? It's time to melt the ice. A fire
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|
will not do right now, so it's time to invoke some more poetry. Recall the
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|
rhymes from the servant's diary? "Dracan's star never discerns. In fire it
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|
freezes, in ice it burns." We found Dracan's star in the hingeless box: the
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||
|
pentagram. Since it burns in ice, we can use it to melt this cave. But save
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||
|
your position first. Now operate the star on the ice cave.
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||
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||
|
Something's happening, and you'll have to hurry to stop it. Follow the
|
||
|
body through the top passage into the next cave.
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||
|
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|
Here's the body, and you must get rid of it--as far away as possible.
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||
|
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...
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||
|
|
||
|
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.
|
||
|
|
||
|
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
|