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A
walkthrough by
Fairygdmther
June 16, 2005
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This
game is very non-linear. You
can do any of the rooms and ghosts in any order until you get to the
widow on the Balcony, and that must be done last.
This walkthrough represents only the order in which I’ve done
the game. Inventory items
are in red and rooms or areas are in blue. Take
the key to the left of the gate. Click on the top grey area, then on the briefcase, select the
key and click OK. Use the
key on the front door to enter. You
will be in the Foyer, with the
hauntingly beautiful music playing.
Click on the telephone on the table to hear a message from the
ghosts. Click on the
downstairs door to begin. Click
on the near door on the left to go to the Dining
Room. Click on the
ghost to read his story. We
will need to find the poison that killed him.
Click on the far door to go to the Kitchen.
In front of the fireplace in
the floor is a hotspot (pun intended) – we’ll need that later.
Though you can’t take them yet, note the mouse
and the mason jar atop the stove, which will move, revealing money. You
can pick up garden
hoe.
The door at the right is
stuck for now. Click
the doorknob bottom left to back out to the Dining
Room, and again to go back to the hallway.
Click the middle door on the left to go to the Ballroom
– but it’s upside down! Oh,
dear! We don’t yet have
what we need to fix this. Click
on the door on the top back to get the message.
Use the doorknob to back out to the hallway. Click
the far door on the left to go to the Billiards
Room. Click
on the woman ghost to the left, and she gives you a playing card. Pick up the cheese
from her table. Pick up the
pistol
by the piano. Click on the
man by the pool table. He
offers a game of poker, but since we only have one card, we aren’t
ready to play this game. Exit
out to the hallway. The
far door on the right is the Chapel, but
we can’t get in and there’s no key.
We must need something special here. The
middle door on the right is the Conservatory.
Pick up the poppy in the
foreground. Click on the
tall girl to read her story. We
aren’t sure yet what these two girls need.
Click on the far door to enter the Gardens.
Click on the standing girl
to read her story, then try to catch the ball.
You can’t – it will disappear.
Click on the other two children to see what they need – ragdoll
and ball.
We will need to find those.
Click on the mushrooms, but we
can’t pull them up without a tool.
Hmm… remember the garden hoe
from the Kitchen? Click
on the far door to enter the Carriage House.
Take the jewelry box to the right
of the chair. Click on the
hanging man to read his story and see what he needs (? Perhaps a gun to
kill them,? perhaps something else).
Click on the couple in the carriage.
Using the doorknobs, back out to the hallway. The
near door on the right goes to the Gallery.
Click on each of the portraits for some eerie voices.
Take the pearls on the left, then
click on the door to enter the Atelier
(artist studio). Click on
the painter to read his story – something was stolen from him, he
needs help to remove the paint spatters, and he may need something else
as well. We can’t take
the anchor yet. Back
out to the hallway and again to the Foyer.
Click on the upstairs door to enter another hallway.
The near door on the left is the Library.
Take the suitcase and the lit
candle on the left side of the mantle.
Click on the ghost to learn she will need a heavy object.
Exit to the hallway. The
middle door on the left is the Bedroom
with the Fabergé Eggs. Click
on the ghost to find she needs some laudanum.
Take the mirror, and the poker
in front of the fire. The cat
on the bed is a hotspot, but we can’t take him yet.
Exit to the hallway. The
door on the far left is the Nursery. Click on the child – she needs something to break the
window. Click on the clown
group in the middle and get another playing card.
Clicking on the blocks on the shelf brings up a puzzle, but we
don’t yet have what we need. Exit
to the hallway. The
far door on the right leads to a Balcony
overlooking the water at sunset. Take
the dueling pistol on the right and click
on the ghost. She gives you
a small white candle.
Off in the distance to the left are the Cemeteries.
Click on the left gate and take the ragdoll
and the ball.
There are hotspots on the graves, but we won’t use them till
the end. Clicking on the
right gate just shows the graves that we won’t need till the end.
Exit to the hallway. The
middle door on the right is to the Attic.
Take the crystal rosary and the crock
on the left, and click on the ghost.
Hmm… she needs an heirloom, let’s try that string of pearls.
AHA! She gives us
two wooden blocks and another small white
candle. Exit to the
hallway. As
each ghost is released and disappears, they give us a small candle,
white or black. Note how
once the ghost is gone, the room brightens up as if the pall is lifted. The
near door on the right is the Sewing Room.
This gal needs a gift from her master, a small gift perhaps.
We also need to find the key to
let her out. Take the pincushion
from the back table. Exit
to the hallway, and once again to the Foyer. Enter
the lower door, and the near door to the left to the Dining
Room, and then to the Kitchen.
Let’s give the mouse some cheese.
Do this a second time and he’ll take it from you.
While we’re in the inventory, let’s make some laudanum.
Use a pin from the pincushion
to poke out some seeds from the poppy.
Put the seeds in the crock,
and place it in front of the fireplace to sweat out the laudanum. Use
the poker to pry open the back door.
Oops, too dark! Take the lit candle to the
door, and enter the Wine Cellar.
Click on the ghosts. Hmm…
he needs his gift to her, and a dueling pistol, anything else?
Let’s give him the jewelry box with the
diamond ring. Okay,
now how about the dueling pistol.
Nope, not until we do something else.
Take the key on the right.
Now he’ll take the dueling pistol, the
one with the longer barrel. Exit
to the hallway. Take
the middle door on the right to the Conservatory.
Go through the far door to the Gardens.
Use the garden hoe on
the mushrooms,
if you haven't done this already.
Give the ragdoll and the ball
to the children. Exit to
the hallway. Take
the near door on the left to the Dining Room,
and put the mushrooms in his drink,
freeing him. Exit to the
hallway. Take
the middle door on the left to the upside down Ballroom.
Now do we have anything to reverse this?
How about a mirror?
(Yes, we know a mirror-image isn’t upside down, but in a room
with this symmetry, a reversal wouldn’t be obvious, so let’s assume
the mirror is on the ceiling, okay?)
Now take the fan and the sword. Click
on the far door to enter the Music Room.
Click on the ghost to find that he wants some money
that was taken from him. Take
the brown bottle of mineral spirits from
the left side of the fireplace, and the pocket
watch from the table. Exit
to the hallway. Enter
the near door to the left and go through to the Kitchen.
Take the money from behind the
mason jar. And don’t forget to pick up our crock
of laudanum. Exit to
the hallway. Take
the middle door on the left to the Ballroom
and go through to the Music Room. Give him his money and he
gives us two playing cards. Exit to the hallway. Take
the near door on the right and go through to the Atelier.
Take the bottle of mineral spirits
and click on the empty frames in front of the windows.
This brings up a matching game to match the portraits to the area
where these ghosts are found. Now
the artist needs something that was stolen – how about a pocket watch?
He needs something else, but won’t take it till we take the
anchor, and we don’t need that yet.
Have to come back. Exit
to the hallway. How
about trying the Chapel now? What
might we need to get us in? Let’s
try the crystal rosary on the far door on
the right. Clicking on the
ghost, she tells us she wants to release the little girl.
Take the pitcher and exit to the
hallway. Take
the middle door on the right to the Conservatory,
and fill the pitcher in the fountain.
Exit to the hallway. Take
the far door on the right to the Chapel,
and give the water to the ghost. Right
click on the water pitcher to put it back
in inventory, and take the crystal rosary. This is a hard one to scroll down the inventory arrows with,
so aim low, and then put it with the water
pitcher. Exit to the
hallway. Take
the right middle door to the Conservatory.
Use the holy water on the little
girl, but she won’t leave without her sister, and her sister needs the
cat.
Exit to hallway, and again to the Foyer. Take
the upstairs door. Take the
middle door on the left to the Bedroom. Give the mouse with the cheese
to the cat.
And the cat goes into inventory.
While we’re here, let’s give this young lady her laudanum.
Exit to the hallway. Take
the near door on the right to the Sewing Room.
Give this gal the fan and unlock
the door with the key.
She gives us two more wooden blocks.
Exit to the hallway. Enter
the near door on the left to the Library.
This young lady needs a heavy object – let’s give her the poker. Exit to the hallway and again to the Foyer. Enter
the lower door, and take the middle door on the right to the Conservatory.
Give the older girl her cat, and
she gives us two more wooden blocks. Exit to
the hallway and the Foyer. Take
the upper door and enter the far door on the left to the Nursery.
Click on the blocks on the shelf to bring up the puzzle.
We need to anagram the letters of the wooden
blocks in inventory to make a word.
There are actually two possible ones here – one we use now, and
one later. A N C H O R is the one here.
Spell it out using the wooden blocks in
inventory. Now we can get
the anchor from the Atelier.
Exit to the hallway and again to the Foyer. Take
the lower door and near door on the right through to the Atelier.
Take the anchor, and give him the suitcase
so he can go. Exit to the
hallway and the Foyer. Take
the upper door and the far door on the left to the Nursery.
Use the anchor on the window over
the moon. Exit to the
hallway and the Foyer. Take
the lower door, and the far door on the left to the Billiards
Room.
Time to play some poker. Click
on the cards on the right side to bring up the game. The Dead Man’s Hand is Aces and 8’s, but we need one more
card. Trial and error gives
us the 5 of Diamonds. For
this we receive two bullets.
Combine these in inventory with the pistol.
Exit to the hallway. Take
the middle door on the right to the Conservatory.
Go through the Gardens to the Carriage
House. Use the pistol
with the bullets on the couple in the carriage. The hanging man needs to be cut down, so let’s use the sword
on him. Exit to the hallway
and Foyer. Take
the upstairs door and the far door on the right to the Balcony.
The widow wants the cemeteries barred and locked, so let’s go
the left Cemetery.
In inventory we have 10 white and 5 black small
candles. Taking the white
candles one at a time, place them on the grave stones (a bit of
trial and error here to find which ones go where).
When all are placed, the left gate is locked.
Go to the right and do the same with the black
candles. Exit back
to the Balcony. The widow gives us some questions to answer:The drug laudanum is made from what flower? POPPY What insect does yellow fever come from? MOSQUITO What is a common paint thinner? MINERAL SPIRITS What was slapped in the face to instigate a duel? GLOVE There are three groups of dangerous fungi known as little browns, Amanitas, and false morels, otherwise known as? MUSHROOMS Rearrange the letters of one of the inventory items to name the ferryman who transported the dead across the River Styx to the Underworld. CHARON What would you call a treasure that has been handed down from generation to generation and goes to a family descendant? HEIRLOOM What is the name of the town where Wild Bill Hickok was shot in the saloon holding the Dead Man’s Hand? DEADWOOD The widow gives you a key to the Cemeteries. Save your game here to see both endings. Use the key on one or the other. At the closing scene, be sure to click on the man on the driveway. |