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Uninvited - Mindscape

Sent in by John R. Barnsley


What a night to be out driving! How it happened doesn't matter;
but, boy, are you in a mess. The last thing you remember is that
something jumped out in front of you while you and your little
brother were out for an evening drive -- you swerved the car
smack into a tree. The smell of a ruptured gas tank signals your
instinct to survive. You OPEN the car door and go out with your
first move. As soon as you click your mouse to get out of the
car you hear an explosion -- better get moving. With the car
gone, you have no choice but to go inside that haunted-looking
house that looks like it came straight out of a comic book.
Before you go inside the house, it would only be fitting to find
out where you are.
A good place to check would be the mailbox. OPEN the mailbox.
Guess what? It looks like you're in luck because there's a
letter inside. EXAMINE the envelope. Oh, no! You're at the
Crowley House on 666 (sign of the Devil) Blackwell Road, Loch
Ness, Scotland. Loch Ness: doesn't that mean monsters? If only
you could turn around -- well it's too late. If you're in this
much trouble, you might as well snoop around some more. OPEN the
envelope. EXAMINE the letter. The letter contains a clue that
the amulet might be good against the undead. DRAG the amulet
into your inventory. It might come in handy. Now OPEN the front
door and go through it.
What a creepy house. The door has slammed shut behind you and it
doesn't want to open up. What kind of trouble are you in now?
EXAMINE the various pictures and the furniture. After your
ordeal, why don't you sit down (OPERATE) and rest your feet on
either of the chairs. Ouch! One of the chairs hurt you!
(Remember this: You'll want revenge later.) OPEN both doors.
First, go inside the room to your east (all orientation in this
game is northern). You're in the Library. Notice the book on the
table. EXAMINE the book. OPEN the book then EXAMINE the book
again. There are some definitions that you would be well advised
to write down in your notebook.
Go out of the Library back into the Entrance Hall. Now go out
the door to the northwest to the Hall. There are five exits,
including the one you just passed through. Your best bet is to
go upstairs first. Maybe that's where you'll find your little
brother. The Upstairs Hallway has six exits, including the
stairway you just came up. OPEN all the doors. Now to check out
all of the rooms. First, go through the lower right door into
the Storage Closet. EXAMINE all the items. Pretty mundane stuff,
huh? Bet you've never seen a product at the supermarket called
"No Ghost." DRAG the bottle into your inventory. "Spider Cider"
looks interesting, too: DRAG that along into your inventory,
also. By this time, you'll get the first signal that something
is really wrong in this haunted house -- the evil is starting to
get to you in very tangible ways.
Go back into the Upstairs Hallway. Now go into the middle right
door. Another stairwell! What's this? A weapon! DRAG the axe
into your inventory. If you venture upstairs to the Tower ...
well all I can say is don't open the Prison and don't go inside

no matter how tempting it looks. It might be the last thing you


ever do! Go back to the Upstairs Hallway. Go through the door on
the lower left side into the Master Bedroom. On the nightstand
is a candle and a book. OPEN the book. DRAG the candle to your
inventory. EXAMINE the book. Well now you know the name of the
bad guy -- Dracon, huh? "A key is hidden someplace beyond his
stare, a chair knows where".
Go out of the room back into the Upstairs Hallway. Go down the
stairs (south exit). Go through the open door (upper right) back
into the Entrance Hall. Remember the chair that hurt you before?
Now is the time for revenge! OPERATE the axe on the chair. In
the rip is a golden skeleton key. DRAG the key into your
inventory. Take the axe and leave it in the Entrance Hall -it's too large to carry for now. Now go straight back upstairs.
From the Upstairs Hallway go into the first room on the left.
OPERATE the key on the large chest behind the bed. Now that the
chest is unlocked, OPEN the chest. Take everything from the
chest and put it in your inventory. OPEN and EXAMINE both
scrolls. They contain clues that will be very important to
finishing the game.
OPEN the door in the upper left corner. Though everything in the
room looks interesting, there is really nothing inside here that
is worthwhile. Go back into the Master Bedroom. EXAMINE the
pictures on the wall. They contain some clues to the Master's
relationships with others. Go back into the Upstairs Hallway.
Go through the door in the upper left corner into the Bedroom.
EXAMINE, then OPEN and, once again, EXAMINE the book on the
nightstand. Reading the egomaniacal rantings of Dracon gives you
quite a clue into just what you are up against. OPEN the
nightstand. Aha, another scroll! OPEN and EXAMINE the scroll.
The scroll contains some important magic spells that use words
you should be familiar with from the book in the library. Write
these spells down on your notepad; you will be needing them soon.
OPEN the door in the upper right corner and go into the
Bathroom. OPEN the hamper. A blood stained towel -- yech! Could
the blood belong to someone near and dear, like your little
brother? You had better find out soon. Go out of the Bathroom
through the Bedroom, back into the Upstairs Hallway.
There is one last room you haven't explored. Go into the room in
the upper right corner. OPEN the black dresser and DRAG the star
into your inventory.
Go out of the Bedroom, through the Upstairs Hallway, and back
downstairs to the Hall. Remember that bottle of "No Ghost"? You
had better OPEN it just in case you need it in a hurry. Now OPEN
the lower right door. What's this? Out of nowhere a woman dressed
like Scarlet O'Hara has appeared in the Hall! Anyone dressed in
clothes from a century ago must be a ghost. OPERATE the bottle
of "No Ghost" on Scarlet and see what happens. Well, that takes
care of that as another ghost bites the dust.
OPEN all the doors in the Hall. First, go through the lower
right door that you first opened before "Scarlet O'Ghost"
pranced in. That takes you into the Parlor. OPEN the outside
door and go to the Veranda. There's a quick spider going by too

fast for you to stop him. OPERATE the "Spider Cider" on the
railing. Go back in the Parlour. On second thought, go back
outside on the Veranda to see if the spider might come around
again. Here it comes, slowing down in its tracks due to the
numbing effects of the "Spider Cider." Pretty good stuff! DRAG
the spider into your inventory. You never know when a spider
might come in handy for stirring up a brew or something.
Go back through the Parlour into the Hall again. Remove the
"Spider Cider" and the "No Ghost" from your inventory and leave
them in the Hall. Go through the lower left door into the Rec
Room. OPERATE the gramophone.
Pretty neat, huh? Too bad you broke it. It must be quite a
valuable antique on today's market. But, then again, a lot of
the creepy things you see in this house might fetch a high price
at a graveyard auction. EXAMINE the cabinet at the back of the
room. OPERATE the key on the cabinet. OPEN the unlocked cabinet
and SPEAK to the doll. Say "SPECAN HEAFOD ABRAXAS" (like the
scroll in Dracon's room said). The doll tells you to speak to
her brother. OPEN both remaining doors in the Rec Room. Go
through the right side door into the Dining Room.
DRAG the flowers from the table into your inventory. EXAMINE all
the pictures in the room. Be aware that some strange things will
float out of the pictures as if they have a life of their own.
OPEN all the doors in the Dining Room. Go through the upper left
door to the Kitchen first. OPEN both the left and right doors.
Go through the room on your left to the Bedroom.
OPERATE the lamp. Something strange happens. (Actually, in this
game, everything is strange! So maybe what's strange for the
real world is normal here at 666 Blackwell Road.) Too bad that
"No Ghost" was used up. Neither the amulet nor the star has any
effect on the ghost. Maybe the ghost is frightened by small
living animals the same way the mouse is legend for scaring
elephants? OPERATE the spider on the ghost and it vanishes!
EXAMINE, OPEN, then, again, EXAMINE the diary that was hidden in
the wall behind the picture. It contains a clue for whatever is
inside the box that was locked in the large chest upstairs in
the Master Bedroom. Fire and ice -- where to find either would
be helpful right this moment. Go out of the Bedroom through the
Kitchen to the Pantry (the room off the Kitchen's right). DRAG
the box of matches from the second shelf from the top. OPEN the
matchbox. OPERATE one of the matches on the matchbox itself.
OPERATE the newly lit match on the candle you took earlier from
the Master Bedroom.
Great! Now that should shed some light on the situation.
Everything in the Kitchen, the Pantry, and the downstairs
Bedroom is interesting but will not help you to complete the
game. In fact the more mouse clicks that you waste in these
rooms, the more time you lose. And those mouse clicks become
valuable with time. Go out of the Pantry through the Kitchen
back into the Dining Room. Go through the door in the top center
of the Exits Box to the Study. EXAMINE the locked door. Besides
being locked, there is something strange about that passageway.
Hmm! Maybe the key that the creature has, huh? You'll have to be

patient with that one. You aren't fast enough to make a


difference in his life. OPEN the desk. Inside the desk are some
files about different elements. DRAG the file on Gold, Silver,
and Mercury into your inventory. Those elements were all
mentioned as being able to make a key when put together. You
will have to EXAMINE most or all the files to find all three
cards.
Go out the open door to the Dining Room. Go through the Hall
back into the Entrance Hall. OPERATE the LIT CANDLE (that you
have been carrying in your inventory) on the FIREPLACE. Besides
taking a chill out of the air, you now have a big fire. OPERATE
the sealed box that you took from the cabinet upstairs on the
burning fire. The box will dissolve, leaving a pentagram.
DRAG the pentagram to your inventory. Without it you cannot
finish the game. Go back through the Hall and the Rec Room to
the Trophy Room. DRAG the cage into your inventory. While there
are several items that look helpful or interesting, they are red
herrings.
[AT THIS POINT I WOULD RECOMMEND YOU SAVE YOUR GAME because when
you OPEN the door in the upper right corner, you never know what
kind of hell is going to break loose!]
OPEN the door in the upper right corner, and go outside to the
Backyard. In the Backyard are three paths to three different
buildings. Obviously, you will have to visit each building. Your
brother just might be inside one of them waiting to be saved!
First, go to the Building in the center. OPEN the door at the
entrance and go inside the Greenhouse. EXAMINE ALL of the plant
pots in the room. One of them is different from the others.
OPERATE the watering can on the DIRT-FILLED RED-CLAY POT. DRAG
the RED-CLAY POT into your inventory. There isn't much else of
interest in this building.
Go out of the Greenhouse, and return to the Backyard. Go to the
Domed Building. No matter how you try to OPEN the door at the
Magisterium, you fail. EXAMINE the niche over the Magisterium
door. Something that should be there, isn't.........
Pay attention -- be on the lookout for an object shaped like the
emblem on Superman's chest to fill that niche. Maybe a jewel?
Maybe the same jewel mentioned on the scroll? Since there is
nothing that will be accomplished by just standing around a
building that you can't get inside, you might as well try the
last building.
Go back to the Backyard. From the Backyard, go to the building
on the right. At the Chapel entrance are two very rabid-looking
dogs. They don't look very nice. In fact, if you aren't careful,
they might bite your head off! SPEAK to one of the dogs and be
very careful about your spelling. Say "INSTANTUM ILLUMINARIS
ABRAXAS." After the thunder and lightning stop, the dogs will go
away. Thank God! In fact, you might just get a chance to do so
once you're inside the Chapel! OPEN the Chapel door and go
inside. There is a bust inside the Chapel. SPEAK to the bust.
Say "SPECAN HEAFOD ABRAXAS." This must be the brother to the
doll in the Rec Room cabinet. The statue head will open the door

in the upper left corner for you. OPERATE the lit candle on the
large standing candleholder in the Chapel. You will need the
candleholder to get through the next stage of the game, so try
to DRAG it into your inventory. If it doesn't fit (and, if
you've been following this solution to the letter, it
shouldn't), REMOVE the potted plant. You should note that it has
begun to sprout. Isn't nature wonderful? Now DRAG the
candleholder to your inventory.
Go out through the open upper left door to the Church Grounds. A
ghost will come by. If you have the candleholder he will leave
you alone. If you don't -- well don't say you weren't warned!
Ever get the feeling you're being watched?
[NOW IS AN EXCELLENT PLACE TO DO A GAME SAVE!]
Go to the building in the centre of the Church Grounds. Oh, no!
A maze! Now is the time to make a map. Go through the maze with
the following directions. All of them have a northward facing
orientation. North, west twice, and north twice. At this point
you'll find the grave of Doug Dinsdale. East twice, north four
times, and east four times. If you see a lone Zombie (and of
course you will), OPERATE the gaudy chain necklace that you
originally found in the mailbox at the beginning of the game ON
THE LONE ZOMBIE. If you run into a group of zombies...well,
nothing works against them, so run away. Continue east twice and
south twice. Here you will find a CROSS marking a grave. OPERATE
the bouquet of flowers on the CROSS as a sign of your respect
for the dead (which you hope you aren't among soon). The cross
will move, revealing another Secret Passage. Go through the
Secret Passage (west). You are in a room with three cages.
OPERATE the KEY that you are (hopefully) carrying in your
inventory on the LOCK to the cages. OPERATE the CAGE on the
EAGLE to capture the bird. The snake will eat the cat and
slither away. Go south twice. You will meet a strange, ugly
bouncing creature. Notice as he bounces that there's an object
just underneath him. OPEN the cage and release the bird. The
bird will fly away and the creature will follow it. DRAG the gem
into your inventory. It looks like it will fit the niche in the
Magisterium door! Go north twice, east, north twice, west four
times, south twice, west twice, south twice and east twice. Here
you should find Doug Dinsdale again.
South twice, east twice and south twice. You should now be back
outside on the Church Grounds. It would be a good idea to save
your game here. You wouldn't want to go through that maze again.
Would you? Yipes! It seems you are still being watched by that
flying eyeball -- the proverbial eye in the sky!
Go south into the relative safety of the Chapel. Notice how the
plant has thrived while you were away in the maze? Hey! How long
were you in that maze anyway? Return the candleholder to the
Chapel.
DRAG the potted plant to your inventory. DRAG the CROSS from
above the altar into your inventory.
The altar will move, revealing a new entrance. You will be
warned about a giant spider. This time it pays to heed the

warning. DO NOT GO DOWN INTO THE SPIDER PIT! Exit the Chapel and
go back to the Backyard. From the Backyard, go to the Domed
Building on the left. OPERATE the gem on the niche above the
door. The door will now open. Go through the door to enter the
Magisterium.
As you enter the room, you will see, floating in the center of
the room, a creature that wiggles its tongue and rolls its eyes.
It doesn't look friendly; what does in this house? DRAG the
potted plant to the floor. The Creature will dive for it and
take one of its fruits. Then he will leave you for a while -better move quickly! The door on the right leads to the
Observatory. Though it looks interesting, ignore it. There's
nothing but red herrings there, and you don't have time for
them. The door to the left is locked, and nothing will open it.
OPEN the center door. Go into the Laboratory. OPEN the safe. The
combination is based on the element numbers from the files you
took out of the desk. The order of the elements is the same as
mentioned in the scroll from the cabinet you found upstairs in
the Master Bedroom: GOLD (#79), SILVER (#47), MERCURY (#80). The
combination is 79-47-80.
Inside the safe is a cookie jar. DRAG the COOKIE JAR into your
inventory. The cookie jar is sealed so tight that the only way
to open it will be to break it open. The axe is back inside the
House. Go back out to the Backyard. Hurry! Now re-enter the
House. Go through the Trophy Room, through the Rec Room, through
the Hall, back into the Entrance Hall.
OPERATE the axe on the cookie jar. Breaking the cookie jar
reveals a -- oh, no! -- a cookie! Just a damned cookie! And
after all that running, too! Well, maybe that little creature
who's been running around with that key around his neck will be
interested in the cookie. At least someone will get some
pleasure from it. DRAG the cookie to the floor. The creature
will stop and grab the cookie. He will then return the favour by
leaving the key that he wore around his neck on the floor. DRAG
the new key into your inventory. With the new key, it's time to
go back to the Magisterium and see if the new key will open the
locked door.
Go back to Magisterium through the Hall, Rec Room, Trophy Room,
Backyard, Magisterium entrance to finally, the Room. OPERATE the
NEW KEY on the door on the left to unlock, and, ultimately, OPEN
the door; and, maybe, find your brother. What? The key doesn't
do anything! Go back through the centre door to the Laboratory.
OPEN the Trapdoor that's located under the cauldron.
[BEFORE YOU GO THROUGH THE TRAPDOOR, IT WOULD BE A GOOD IDEA TO
SAVE YOUR GAME!] Go down through the Trapdoor to enter the
Cave. You can't go back it seems.
The shaft is too high, and there is a spider in the upper Cave.
Go through the Cave on the left into the Ice Cave. OPERATE the
PENTAGRAM on the Ice Cave. A strange creature will engulf the
ice mass and melt it to steam.
There will be a human figure that will float to the next Cave.
The robed man prompts you to follow the figure and move quickly.
Once in the next Cave, OPERATE the figure on the pit at the

centre of the altar. You have just killed Dracon, but that
doesn't save your brother. You aren't out of hot water just yet!
Go beyond the altar to the Stairway.
OPERATE the NEW KEY on the door at the Top of the Stairs. Now
that the door is UNLOCKED, OPEN the door. Go through the door.
HEY, WAIT A MINUTE! LISTEN CLOSELY! IS THAT YOUR BROTHER THAT
YOU HEAR YELLING FOR HELP UPSTAIRS? Go out of the Study, through
the Dining Room, through the Hall, and up the stairs to the
Upstairs Hallway. Go into Dracon's Old Bedroom. OPEN the door in
the upper right. Go into the Bathroom. OPERATE the faucet on the
bathtub. The bathtub will overflow. EXAMINE the light fixture.
Notice that there are handgrips on it? Too bad you can't reach
it. And nothing you can stand on will move for you. Maybe with
all that water flowing out of the bathtub you can float to the
top. The water is climbing fast! Keep on trying to OPEN the
light fixture. With each attempt, the water gets higher.
Finally, you can OPEN the light fixture. Go through the hole in
the ceiling to the Secret Room. Thank God! There he is -- your
brother.
But wait a moment he doesn't look too good. What's wrong?
Suddenly a demon leaps from your brother's body and threatens to
take possession of you. In the meantime, your brother, scared
out of his wits, crashes out the window leaving you to finish
off the demon. OPERATE the cross from the Chapel on the DEMON.
The DEMON will fade to nothingness, leaving no tangible evidence
of his having been there. You still need to check to see if your
brother is okay. Go out the window and -- CONGRATULATIONS! You
have saved your brother! Print out your certificate. You deserve
it!

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