You wake up behind the wheel of a crashed car. Smelling gasoline, it’s probably safe to guess that this car’s gonna go up in flames soon. Open the door and get out of the car. Before you now is a large mansion like out of the Addams Family. Check the mailbox and open the envelope to find a letter and a pendant. When you take the pendant, the doors to the mansion will open, beckoning you to enter. Read the letter for some info about the pendant; it says it protects from undead. Undead, huh? Anyways, enter the mansion to find a small foyer. The door then slams shut behind you. Start by entering the door on the right, into a library of sorts. Open the book sitting out on the table and read it to learn an assortment of spells; Cloudisi, Stillini, Thundede, and Telemaze. Go back to the foyer and through the north door. You’re now in a hallway. Go up the stairs to the second floor hallway.
There are lots of doors here, so let’s examine them one by one. Start with the door on the lower left. It leads to the master bedroom. Open the diary on the nightstand to learn of Dracan and some kind of star. Bottle 1 and Candle 2 are here as well, but they serve no purpose. There’s also a locked borough. The door here leads to the bathroom, but there’s nothing there you can use. Return to the hallway and take the upper left door. This is some kind of guest bedroom. Read the diary here for some mad ramblings. Could this Dracan mentioned before have written this? Open the desk and read the scroll inside to learn the Doll Doll spell. Return to the hallway and enter the lower right door. It’s a small closet full of various items. Most are worthless, but what you want are the spider cider spray and the bottle of No-Ghost. Back to the hall; this time take the center right door. There’s a spiral staircase before you with an axe on the floor. Take the axe, but don’t go upstairs; if you enter the door at the top of the stairs, you’ll become trapped and die. Go back to the hall. There’s a spare bedroom in the upper right door, but there’s nothing of importance inside except for a cursed ruby in a drawer that’ll kill you after so long. Go back downstairs.
If you attempt to leave the hallway through any manner other than going back upstairs or into the foyer, a strange woman will appear in the hall. She’s actually a malevolent spirit that’ll kill you unless you take action. Use the No-Ghost to exorcise it for good, just remember to open the bottle first. With that creature out of the way, there are four doors before you. The upper right one leads back into the foyer. Take the lower-right door to find yourself in a quaint parlor. Beyond that is a terrace. A spider will walk by you. Use the spray (spider cider) on the railing, then exit and reenter the terrace. The spider will go numb when it comes in contact with the cider, allowing you to pick it up. Why would you want a spider carcass? You’ll find out. Go back to the hallway and enter the upper left door to encounter a lavish dining room. Take the bouquet of flowers on the table. Continue north to enter a study. Open the desk and take the card inside; it has important information for you. Go back to the dining room and take the left door to find the kitchen. Take a knife from the wall (it doesn’t matter which one), and go east into the pantry. Like the upstairs closet, there’s an assortment of items here, but the matches are all you’ll need. Take them, return to the kitchen, and go west to the servant’s quarters. Try using the lamp in the room to uncover a hidden compartment behind the painting. As it opens, the servant’s ghost will appear before you (looking like he stepped out of a Scooby Doo episode and doing a bad Gollum impersonation). Even in death, it seems the guy has severe arachnophobia. Toss the spider at him and he’ll retreat. Take the diary he was guarding and check it out for some interesting info on Dracan’s star. Now, go back to the foyer and slash open the couch if a knife to find Key 1. Go upstairs, back to the master’s bedroom and use the key to open his borough. Take the box inside. The bottle is poisonous. Read the scrolls for more neat info and go downstairs. Return to the foyer again, use the matches to light the fireplace, and toss the box inside. Take the star that is left behind.
In the hallway, enter the lower left door. This is the game room. Sometimes upon entering, a cute lil’ monster will run past you with a key. Note that it will stop and check the dish in the room. Use Key 1 to open the cabinet (unlike most games, this key can open more than one door). Inside is a gypsy doll. Cast Doll Doll on it to learn the O Sesame spell. Take the north door to enter the trophy room. Take the cage on the floor and continue north. You seem to be outside the mansion, with three paths before you. Go straight ahead to find a greenhouse. Enter, and take the watering can. Use it on the empty pot twice, then go outside, open the faucet, refill the watering can, go back inside, and water the plant again until it bears fruit. Take the fruit, but don’t eat it; it’ll kill you if you do. Return to the courtyard, and go to the chapel, the building on the right. Chant Thundede to get rid of the doggies and enter the chapel. Take the goblet filled with holy water, and chant O Sesame to open the door. The statue will also speak, warning you not to “travel in darkness”. Take the candles and use the match to light them, then travel through the door and enter the maze.
Make your way through the maze, using my accompanying map to guide you. If you run into a zombie, use the pendant on it to vanquish it. If you see a group of zombies, just keep running; they’ll get you if you try taking them all on. Look for a tombstone with an inscription about roses. Place the bouquet of flowers in front of it to open a secret door. Enter to encounter three cages. Use Key 1 to unlock them and a cat, hawk, and snake will emerge. Use the cage to trap the hawk, then head south until you confront a strange bouncing creature. Open the cage to release the hawk, and the creature will chase after it. Take the Blothney Gem (Jewel) that it was guarding. Now cast Telemaze to return to the entrance to the maze.
Go back to the courtyard and go left. You are in front of the Magisterium. Place the jewel from the maze into the hole above the door to unlock it. Enter, and give the fruit to the odd monster barring your path. There’s nothing of value in the room on the right, so just go straight through the door into a laboratory. There’s a safe on the wall that requires a three-number combination. The combination is 79-47-80. (Scroll 2 said that gold, silver, and mercury formed a key. The card in the study will tell you their atomic numbers are 79, 47, and 80 respectively.) The safe will open revealing… a cookie jar?! Smack it with the axe to find a cookie inside. A cookie… you did all that for a damn cookie…? Well, take it back to the game room and place it in the dish. The little monster will come and eat it, leaving Key 2 behind. Take it, return to the lab, and use the newfound key to open the hatch on the floor.
The north door will take you to a room with a giant spider. Cast Stillini on it to get by it. The entrance above leads back to the chapel. Only take that route if you forgot the star. Otherwise, take the opening on the left to enter a large cavern of ice. The master’s image will appear before you and will ask you to defeat Dracan, who is entombed within the ice. Use the star to thaw out the chamber, then use Dracan’s corpse on the hole to exile him to the void. Climb the stairs and use Key 2 on the door to find yourself back in the study. As you enter, you’ll hear your sister’s screaming. Head upstairs, and into the bathroom adjacent to Dracan’s room. When the door locks behind you, turn on the bathtub faucet and wait for the room to start flooding. As soon as you have the chance, open the light fixture and climb through the hole and into the attic. You’ll see your sister before you, but she appears possessed. Smack her, and a demon will leave hr body. When he does, douse him with holy water from the goblet to destroy him.
Ah, finally. The evil in the house is vanquished and your sister is safe. Another job well done.
Items
All about items.
Apple: You can eat it, but it doesn’t do anything.
Ashtray: No use.
Axe: Used to smash the cookie jar. If the pressure of your search becomes too much for you, you can use it on yourself to end your quest quickly…
Banana: You can eat it, but it doesn’t do anything.
Book: No use.
Bottle 1: No use.
Bottle 2: It’s poison. You’ll die if you drink the contents. Otherwise, it has no use.
Bottle 3: No use.
Bottle 4: No use.
Bowl: No use.
Bouquet: Place on a certain gravestone to open a secret passage.
Box: Contains the star. You must burn it in a fireplace to open it, however.
Brush: No use.
Cage: Used to catch an animal in the maze.
Candle 1: No use.
Candle 2: No use.
Candles: You must light them to avoid being killed by the ghost at the maze entrance.
Card: Contains the atomic numbers of various elements. It will be vital for opening the safe.
Cologne: It makes you smell nice, but other than that, nothing.
Cookie: Used to feed the game room monster.
Cookie Jar: Contains a cookie. Break it open with the axe.
Diary 1: Dracan’s diary. Tells of his evil plans of conquest.
Diary 2: The master’s diary. Tells of his concerns about Dracan and a riddle about the star.
Diary 3: Belonging to the master’s servant, this diary also talks of the star.
Dirty Box: Empty. No use.
Dish: No use.
Doll: No use.
Envelope: Contains the letter and the pendant.
Flour Bag: No use.
Fruit: Give it to the creature in the Magisterium to proceed. It’s poisonous to humans, however…
Fry Pan: No use.
Goblet: It’s filled with holy water. Used to destroy the demon in the attic.
Gypsy Doll: Cast Doll Doll on it to learn the O Sesame spell.
Hat: No use.
Hatbox: Contains the hat.
Jar 1: Empty. No use.
Jar 2: Empty. No use.
Jewel: The Blothney Gem needed to open the Magisterium.
Key 1: Used to unlock the borough in the master bedroom, the cabinet in the game room, and the animal cages in the maze.
Key 2: Used to open the hatch in the laboratory.
Knife 1: Used to slash open the chair in the foyer. If the pressure of your search becomes too much for you, you can use it on yourself to end your quest quickly…
Knife 2: Used to slash open the chair in the foyer. If the pressure of your search becomes too much for you, you can use it on yourself to end your quest quickly…
Letter: A letter by the master’s servant. It speaks of the pendant’s powers.
Mask: No use.
Matches: Used to set stuff on fire.
Mop: No use.
No-Ghost: Used to destroy the female apparition in the downstairs hallway.
Pendant: Used to destroy the zombies in the maze.
Pesticide: No use.
Plate: No use.
Plum: You can eat it, but it doesn’t do anything.
Pot 1: No use.
Pot 2: No use.
Ruby: This cursed jewel will eventually kill you after you’ve held it for a while. Do not take it.
Salami: No use.
Salt Jar: No use.
Scroll 1: Teaches the Doll Doll spell.
Scroll 2: Talks of gold, silver, and mercury forming a key; a clue to unlocking the safe.
Scroll 3: Mentions the Blothney Gem hidden in the maze.
Soapbox: No use.
Spatula: No use.
Spray: Spider Cider used to paralyze the spider on the terrace.
Star: Dracan’s star used to melt the ice in the frozen cavern.
Thermometer: No use.
Towel 1: No use.
Towel 2: No use.
Spells
Adult supervision recommended.
Cloudisi: No use.
Doll Doll: Used to animate the gypsy doll found in the game room cabinet.
O Sesame: Opens the door in the chapel leading to the maze.
Stillini: Used to paralyze the giant spider in the cavern.
Telemaze: Cast this spell if you become lost in the maze to return to the entrance.
Thundede: Scares away the bad doggies in front of the chapel.
Fun with Death
In these kind of games, the Reaper lurks around every corner. Which is good, because part of the fun of these games is seeing all of the horrific ways you can die. If that's what you're looking for, here's a quick reference:
> Don't get out of the car. Just mess around for a while.
> When the lady appears in the 1F hallway, do something other than go upstairs.
> Enter the door at the top of the 2nd floor spiral staircase.
> Drink the contents of Bottle 2.
> Take the ruby from the guest bedroom and continue moseying around.
> Use the axe on yourself.
> Use either knife on yourself.
> Attack the ghost in the servent's quarters.
> Eat the fruit from the greenhouse.
> Attack the dogs in front of the chapel.
> Enter the passage underneath the chapel, ignoring the warnings about the giant spider.
> Enter the underground maze without lighting the candles.
> Attack the zombies in the maze without the pendant.
> Get inside the coffin in the maze.
> Attack the three caged animals in the maze.
> Put the cat or the snake in the cage.
> Do something to Dracan without tossing him into the void.
> Jump into the void.
> Dilly-dally in the flooding bathroom or try re-entering it after escaping.
> Attack the demon with something other than the holy water.
Map
Here is a complete map of the game.