410 lines
22 KiB
Plaintext
410 lines
22 KiB
Plaintext
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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= RENEGADE <<RAF>> =
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= I AM THE ONE YOUR MOTHER WARNED YOU ABOUT =
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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= MINDSCAPE FAMOUS GAMES SOLUTIONS : UNINVITED =
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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= IN COOPERATION WITH : JUST SAY YES. 2 LINES, MORE THAN 1500 FILES ONLINE! =
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= DO YOU WRITE? GIVE US A CALL! 415-922-2008 CASFA =
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= =
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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What a night to be out driving! How it happened doesn't matter; but,
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boy, are you in a mess. The last thing you remember is that something
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jumped out in front of you while you and your little brother were out
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for an evening drive -- you swerved the car smack into a tree. The smell
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of a ruptured gas tank signals your instinct to survive. You OPEN the
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car door and go out with your first move. As soon as you click your
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mouse to get out of the car you hear an explosion -- better get moving.
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With the car gone, you have no choice but to go inside that
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haunted-looking house that looks like it came straight out of a comic
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book.
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Before you go inside the House, it would only be fitting to find out
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where you are. A good place to check would be the mailbox. OPEN the
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mailbox. Guess what? It looks like you're in luck because there's a
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letter inside. EXAMINE the envelope. Oh, no! You're at the Crowley House
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on 666 (sign of the Devil) Blackwell Road, Loch Ness, Scotland. Loch
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Ness: doesn't that mean monsters? If only you could turn around -- well
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it's too late. If you're in this much trouble, you might as well snoop
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around some more. OPEN the envelope. EXAMINE the letter. The letter
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contains a clue that the amulet might be good against the undead. DRAG
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the amulet into your inventory. It might come in handy.
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Now OPEN the front door and go through it. What a creepy house. The
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door has slammed shut behind you and it doesn't want to open up. What
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kind of trouble are you in now? EXAMINE the various pictures and the
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furniture. After your ordeal, why don't you sit down (OPERATE) and rest
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your feet on either of the chairs. Ouch! One of the chairs hurt you!
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(Remember this: You'll want revenge later.) OPEN both doors. First, go
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inside the room to your east (all orientation in this game is northern).
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You're in the Library. Notice the book on the table. EXAMINE the book.
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OPEN the book then EXAMINE the book again. There are some definitions
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that you would be well advised to write down in your notebook. Go out of
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the Library back into the Entrance Hall. Now go out the door to the
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northwest to the Hall. There are five exits, including the one you just
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passed through. Your best bet is to go upstairs first. Maybe that's
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where you'll find your little brother.
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The Upstairs Hallway has six exits, including the stairway you just
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came up. OPEN all the doors. Now to check out all of the rooms. First,
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go through the lower right door into the Storage Closet. EXAMINE all the
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items. Pretty mundane stuff, huh? Bet you've never seen a product at the
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supermarket called "No Ghost." DRAG the bottle into your inventory.
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"Spider Cider" looks interesting, too: DRAG that along into your
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inventory, also. By this time, you'll get the first signal that
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something is really wrong in this haunted house -- the evil is starting
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to get to you in very tangible ways. Go back into the Upstairs Hallway.
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Now go into the middle right door. Another stairwell! What's this? A
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weapon! DRAG the axe into your inventory.
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If you venture upstairs to the Tower, well all I can say is don't open
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the Prison and don't go inside no matter how tempting it looks. It might
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be the last thing you ever do! Go back to the Upstairs Hallway. Go
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through the door on the lower left side into the Master Bedroom. On the
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nightstand is a candle and a book. OPEN the book. DRAG the candle to
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your inventory. EXAMINE the book. Well now you know the name of the bad
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guy -- Dracon, huh? "A key is hidden someplace beyond his stare, a chair
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knows where."
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Go out of the room back into the Upstairs Hallway. Go down the stairs
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(south exit). Go through the open door (upper right) back into the
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Entrance Hall. Remember the chair that hurt you before? Now is the time
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for revenge! OPERATE the axe on the chair. In the rip is a golden
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skeleton key. DRAG the key into your inventory. Take the axe and leave
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it in the Entrance Hall -- it's too large to carry for now. Now go
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straight back upstairs.
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From the Upstairs Hallway go into the first room on the left. OPERATE
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the key on the large chest behind the bed. Now that the chest is
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unlocked, OPEN the chest. Take everything from the chest and put it in
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your inventory. OPEN and EXAMINE both scrolls. They contain clues that
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will be very important to finishing the game. OPEN the door in the upper
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left corner. Though everything in the room looks interesting, there is
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really nothing inside here that is worthwhile. Go back into the Master
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Bedroom. EXAMINE the pictures on the wall. They contain some clues to
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the Master's relationships with others.
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Go back into the Upstairs Hallway. Go through the door in the upper
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left corner into the Bedroom. EXAMINE, then OPEN and, once again,
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EXAMINE the book on the nightstand. Reading the egomaniacal rantings of
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Dracon gives you quite a clue into just what you are up against. OPEN
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the nightstand. Aha, another scroll! OPEN and EXAMINE the scroll. The
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scroll contains some important magic spells that use words you should be
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familiar with from the book in the library. Write these spells down on
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your notepad; you will be needing them soon.
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OPEN the door in the upper right corner and go into the Bathroom. OPEN
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the hamper. A blood stained towel -- yech! Could the blood belong to
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someone near and dear, like your little brother? You had better find out
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soon. Go out of the Bathroom through the Bedroom, back into the Upstairs
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Hallway. There is one last room you haven't explored. Go into the room
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in the upper right corner. OPEN the black dresser and DRAG the star into
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your inventory. Go out of the Bedroom, through the Upstairs Hallway, and
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back downstairs to the Hall.
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Remember that bottle of "No Ghost"? You had better OPEN it just in case
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you need it in a hurry. Now OPEN the lower right door. What's this? Out
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of nowhere a woman dressed like Scarlet O'Hara has appeared in the Hall!
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Anyone dressed in clothes from a century ago must be a ghost. OPERATE
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the bottle of "No Ghost" on Scarlet and see what happens. Well, that
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takes care of that as another ghost bites the dust.
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OPEN all the doors in the Hall. First, go through the lower right door
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that you first opened before "Scarlet O'Ghost" pranced in. That takes
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you into the Parlor. OPEN the outside door and go to the Veranda.
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There's a quick spider going by too fast for you to stop him. OPERATE
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the "Spider Cider" on the railing. Go back in the Parlor. On second
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thought, go back outside on the Veranda to see if the spider might come
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around again. Here it comes, slowing down in its tracks due to the
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numbing effects of the "Spider Cider." Pretty good stuff! DRAG the
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spider into your inventory. You never know when a spider might come in
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handy for stirring up a brew or something. Go back through the Parlor
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into the Hall again.
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Remove the "Spider Cider" and the "No Ghost" from your inventory and
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leave them in the Hall. Go through the lower left door into the Rec
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Room. OPERATE the gramophone. Pretty neat, huh? Too bad you broke it. It
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must be quite a valuable antique on today's market. But, then again, a
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lot of the creepy things you see in this house might fetch a high price
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at a graveyard auction.
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EXAMINE the cabinet at the back of the room. OPERATE the key on the
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cabinet. OPEN the unlocked cabinet and SPEAK to the doll. Say "SPECAN
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HEAFOD ABRAXAS" (like the scroll in Dracon's room said). The doll tells
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you to speak to her brother. OPEN both remaining doors in the Rec Room.
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Go through the right side door into the Dining Room.
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DRAG the flowers from the table into your inventory. EXAMINE all the
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pictures in the room. Be aware that some strange things will float out
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of the pictures as if they have a life of their own. OPEN all the doors
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in the Dining Room. Go through the upper left door to the Kitchen first.
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OPEN both the left and right doors. Go through the room on your left to
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the Bedroom. OPERATE the lamp. Something strange happens. (Actually, in
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this game, everything is strange! So maybe what's strange for the real
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world is normal here at 666 Blackwell Road.) Too bad that "No Ghost" was
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used up. Neither the amulet nor the star has any effect on the ghost.
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Maybe the ghost is frightened by small living animals the same way the
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mouse is legend for scaring elephants?
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OPERATE the spider on the ghost and it vanishes! EXAMINE, OPEN, then,
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again, EXAMINE the diary that was hidden in the wall behind the picture.
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It contains a clue for whatever is inside the box that was locked in the
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large chest upstairs in the Master Bedroom.
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Fire and ice -- where to find either would be helpful right this
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moment. Go out of the Bedroom through the Kitchen to the Pantry (the
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room off the Kitchen's right). DRAG the box of matches from the second
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shelf from the top. OPEN the matchbox. OPERATE one of the matches on the
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matchbox itself. OPERATE the newly lit match on the candle you took
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earlier from the Master Bedroom. Great! Now that should shed some light
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on the situation. Everything in the Kitchen, the Pantry, and the
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downstairs Bedroom is interesting but will not help you to complete the
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game. In fact the more mouse clicks that you waste in these rooms, the
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more time you lose. And those mouse clicks become valuable with time.
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Go out of the Pantry through the Kitchen back into the Dining Room. Go
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through the door in the top center of the Exits Box to the Study.
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EXAMINE the locked door. Besides being locked, there is something
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strange about that passageway. Hmm! Maybe the key that the creature has,
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huh? You'll have to be patient with that one. You aren't fast enough to
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make a difference in his life.
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OPEN the desk. Inside the desk are some files about different elements.
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DRAG the file on Gold, Silver, and Mercury into your inventory. Those
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elements were all mentioned as being able to make a key when put
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together. You will have to EXAMINE most or all the files to find all
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three cards.
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Go out the open door to the Dining Room. Go through the Hall back into
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the Entrance Hall. OPERATE the LIT CANDLE (that you have been carrying
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in your inventory) on the FIREPLACE. Besides taking a chill out of the
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air, you now have a big fire. OPERATE the sealed box that you took from
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the cabinet upstairs on the burning fire. The box will dissolve, leaving
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a pentagram. DRAG the pentagram to your inventory. Without it you cannot
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finish the game.
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Go back through the Hall and the Rec Room to the Trophy Room. DRAG the
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cage into your inventory. While there are several items that look
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helpful or interesting, they are red herrings.
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AT THIS POINT I WOULD RECOMMEND YOU SAVE YOUR GAME because when you
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OPEN the door in the upper right corner, you never know what kind of
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hell is going to break loose!
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OPEN the door in the upper right corner, and go outside to the
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Backyard. In the Backyard are three paths to three different buildings.
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Obviously, you will have to visit each building. Your brother just might
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be inside one of them waiting to be saved! First, go to the Building in
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the center. OPEN the door at the entrance and go inside the Greenhouse.
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EXAMINE ALL of the plant pots in the room. One of them is different from
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the others. OPERATE the watering can on the DIRT-FILLED RED-CLAY POT.
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DRAG the RED-CLAY POT into your inventory. There isn't much else of
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interest in this building. Go out of the Greenhouse, and return to the
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Backyard.
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Go to the Domed Building. No matter how you try to OPEN the door at the
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Magisterium, you fail. EXAMINE the niche over the Magisterium door.
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Something that should be there, isn't. Pay attention -- be on the
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lookout for an object shaped like the emblem on Superman's chest to fill
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that niche. Maybe a jewel? Maybe the same jewel mentioned on the scroll?
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Since there is nothing that will be accomplished by just standing
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around a building that you can't get inside, you might as well try the
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last building. Go back to the Backyard. From the Backyard, go to the
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building on the right.
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At the Chapel entrance are two very rabid-looking dogs. They don't look
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very nice. In fact, if you aren't careful, they might bite your head
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off! SPEAK to one of the dogs and be very careful about your spelling.
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Say "INSTANTUM ILLUMINARIS ABRAXAS." After the thunder and lightning
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stop, the dogs will go away.
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Thank God! In fact, you might just get a chance to do so once you're
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inside the Chapel! OPEN the Chapel door and go inside. There is a bust
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inside the Chapel. SPEAK to the bust. Say "SPECAN HEAFOD ABRAXAS." This
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must be the brother to the doll in the rec room cabinet. The statue head
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will open the door in the upper left corner for you.
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OPERATE the lit candle on the large standing candleholder in the
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Chapel. You will need the candleholder to get through the next stage of
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the game, so try to DRAG it into your inventory. If it doesn't fit (and,
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if you've been following this walkthru to the letter, it shouldn't),
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REMOVE the potted plant. You should note that it has begun to sprout.
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Isn't nature wonderful? Now DRAG the candleholder to your inventory.
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Go out through the open upper left door to the Church Grounds. A ghost
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will come by. If you have the candleholder he will leave you alone. If
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you don't -- well don't say you weren't warned! Ever get the feeling
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you're being watched?
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NOW IS AN EXCELLENT PLACE TO DO A GAME SAVE!
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Go to the building in the center of the Church Grounds. Oh, no! A maze!
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Now is the time to make a map. Go through the maze with the following
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directions. All of them have a northward facing orientation.
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North, west twice, and north twice. At this point you'll find the grave
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of Doug Dinsdale.
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East twice, north four times, and east four times.
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If you see a lone Zombie (and of course you will), OPERATE the gawdy
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chain necklace that you originally found in the mailbox at the beginning
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of the game ON THE LONE ZOMBIE. If you run into a group of
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zombies...well, nothing works against them, so run away.
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Continue east twice and south twice. Here you will find a CROSS marking
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a grave.
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OPERATE the bouquet of flowers on the CROSS as a sign of your respect
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for the dead (which you hope you aren't among soon). The cross will
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move, revealing another Secret Passage. Go through the Secret Passage
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(west). You are in a room with three cages. OPERATE the KEY that you are
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(hopefully) carrying in your inventory on the LOCK to the cages. OPERATE
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the CAGE on the EAGLE to capture the bird. The snake will eat the cat
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and slither away.
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Go south twice. You will meet a strange, ugly bouncing creature. Notice
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as he bounces that there's an object just underneath him. OPEN the cage
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and release the bird. The bird will fly away and the creature will
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follow it. DRAG the gem into your inventory. It looks like it will fit
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the niche in the Magisterium door!
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Go north twice, east, north twice, west four times, south twice, west
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twice, south twice and east twice. Here you should find Doug Dinsdale
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again.
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South twice, east twice and south twice. You should now be back outside
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on the Church Grounds.
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It would be a good idea to save your game here. You wouldn't want to go
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through that maze again. Would you?
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Yipes! It seems you are still being watched by that flying eyeball --
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the proverbial eye in the sky! Go south into the relative safety of the
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Chapel.
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Notice how the plant has thrived while you were away in the maze? Hey!
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How long were in that maze anyway? Return the candleholder to the
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Chapel. DRAG the potted plant to your inventory. DRAG the CROSS from
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above the altar into your inventory. The altar will move, revealing a
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new entrance. You will be warned about a giant spider. This time it pays
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to heed the warning. DO NOT GO DOWN INTO THE SPIDER PIT! Exit the Chapel
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and go back to the Backyard.
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From the Backyard, go to the Domed Building on the left. OPERATE the
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gem on the niche above the door. The door will now open. Go through the
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door to enter the Magisterium. As you enter the room, you will see,
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floating in the center of the room, a creature that wiggles its tongue
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and rolls its eyes. It doesn't look friendly; what does in this house?
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DRAG the potted plant to the floor. The Creature will dive for it and
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take one of its fruits. Then he will leave you for a while -- better
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move quickly!
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The door on the right leads to the Observatory. Though it looks
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interesting, ignore it. There's nothing but red herrings there, and you
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don't have time for them. The door to the left is locked, and nothing
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will open it. OPEN the center door.
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Go into the Laboratory. OPEN the safe. The combination is based on the
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element numbers from the files you took out of the desk. The order of
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the elements is the same as mentioned in the scroll from the cabinet you
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found upstairs in the Master Bedroom: GOLD (#79), SILVER (#47), MERCURY
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(#80). The combination is 79-47-80.
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Inside the safe is a cookie jar. DRAG the COOKIE JAR into your
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inventory. The cookie jar is sealed so tight that the only way to open
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it will be to break it open. The axe is back inside the House. Go back
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out to the Backyard. Hurry! Now re-enter the House. Go through the
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Trophy Room, through the Rec Room, through the Hall, back into the
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Entrance Hall. OPERATE the axe on the cookie jar. Breaking the cookie
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jar reveals a -- oh, no! -- a cookie! Just a damned cookie!
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And after all that running, too! Well, maybe that little creature who's
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been running around with that key around his neck will be interested in
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the cookie. At least someone will get some pleasure from it. DRAG the
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cookie to the floor. The creature will stop and grab the cookie. He will
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then return the favor by leaving the key that he wore around his neck on
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the floor. DRAG the new key into your inventory.
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With the new key, it's time to go back to the Magisterium and see if
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the new key will open the locked door. Go back to Magisterium through
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the Hall, Rec Room, Trophy Room, Backyard, Magisterium entrance to
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finally, the Room. OPERATE the NEW KEY on the door on the left to
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unlock, and, ultimately, OPEN the door; and, maybe, find your brother.
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What? The key doesn't do anything! Go back through the center door to
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the Laboratory. OPEN the Trapdoor that's located under the cauldron.
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BEFORE YOU GO THROUGH THE TRAPDOOR, IT WOULD BE A GOOD IDEA TO SAVE
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YOUR GAME!
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Go down through the Trapdoor to enter the Cave. You can't go back it
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seems. The shaft is too high, and there is a spider in the upper Cave.
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Go through the Cave on the left into the Ice Cave. OPERATE the PENTAGRAM
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on the Ice Cave. A strange creature will engulf the ice mass and melt it
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to steam.
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There will be a human figure that will float to the next Cave. The
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robed man prompts you to follow the figure and move quickly. Once in the
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next Cave, OPERATE the figure on the pit at the center of the altar. You
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have just killed Dracon, but that doesn't save your brother. You aren't
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out of hot water just yet!
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Go beyond the altar to the Stairway. OPERATE the NEW KEY on the door at
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the Top of the Stairs. Now that the door is UNLOCKED, OPEN the door. Go
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through the door. HEY, WAIT A MINUTE! LISTEN CLOSELY! IS THAT YOUR
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BROTHER THAT YOU HEAR YELLING FOR HELP UPSTAIRS?
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Go out of the Study, through the Dining Room, through the Hall, and up
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the stairs to the Upstairs Hallway. Go into Dracon's Old Bedroom. OPEN
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the door in the upper right. Go into the Bathroom. OPERATE the faucet on
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the bathtub. The bathtub will overflow. EXAMINE the light fixture.
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Notice that there are handgrips on it?
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Too bad you can't reach it. And nothing you can stand on will move for
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you. Maybe with all that water flowing out of the bathtub you can float
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to the top. The water is climbing fast! Keep on trying to OPEN the light
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fixture. With each attempt, the water gets higher.
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Finally, you can OPEN the light fixture. Go through the hole in the
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ceiling to the Secret Room. Thank God! There he is -- your brother. But
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wait a moment he doesn't look too good. What's wrong?
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Suddenly a demon leaps from your brother's body and threatens to take
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possession of you. In the meantime, your brother, scared out of his
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wits, crashes out the window leaving you to finish off the demon.
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OPERATE the cross from the Chapel on the DEMON. The DEMON will fade to
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nothingness, leaving no tangible evidence of his having been there.
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You still need to check to see if your brother is okay. Go out the
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window and -- CONGRATULATIONS! You have saved your brother! Print out
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your certificate. You deserve it!
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Damn! This file is NOT copyright, so I can NOT remove the rights....
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Bleargh, BETTER LUCK NEXT TIME .....
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Later,
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RENEGADE <<RAF>>
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Another file downloaded from: The NIRVANAnet(tm) Seven
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& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
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Burn This Flag Zardoz 408/363-9766
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realitycheck Poindexter Fortran 510/527-1662
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Lies Unlimited Mick Freen 801/278-2699
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The New Dork Sublime Biffnix 415/864-DORK
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The Shrine Rif Raf 206/794-6674
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Planet Mirth Simon Jester 510/786-6560
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"Raw Data for Raw Nerves"
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