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- WALKTHROUGH -
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Attic
Push the wardrobe closet in front of the window.
Push the chest on top of the trapdoor in the floor
near the piano. Open the chest to get the rifle.
Open the wardrobe closet to get the old Indian cover.
Walk over to the table and get the oil lamp.
Storeroom
Take the bow from the corner near the door.
Search the shelves on the right side to get the oil
can. Use the oil can to refill the oil lamp. Exit the room.
Upstairs Hallway
Walk to the first door on the right and enter. Do not walk
down the hall as it will collapse and kill your character.
Room
Search the rolltop desk in the corner to get the key to the
chest. Use the key to open the chest in the corner next to
the door to get the old cavalry saber.
Open the door and fight the Zombie that will walk inside the
room. The old cavalry saber will break after a short amount
of use. Exit the room and open the door directly across the hall.
Dressing Room
Walk into the room, turn around and fight or shoot the Zombie
that will walk in the room from the hallway. Exit the room
through the door near the window.
Bedroom
Go to the night stand on the left side of the bed (the side
opposite the window), and get the vase.
Fight or shoot the monster that will jump into the room through
the window.
Throw the vase and get the key to the dresser that was hidden
inside. Use the key to open the dresser with the teddy bear
on top of it. Take the two small mirrors.
Exit the room through the door near the bed. Walk to and
enter the door directly across the hall.
Bathroom
Open the cabinet and take the first aid kit. Open the first
aid kit and take the flask. Drink the contents of the flask
to gain more health points.
Throw or drop unnecessary items: first aid kit, empty flask,
chest's key, dresser's key, and empty oil can. Exit the room
and open the door at the end of the hall.
Upper Lobby
Put one small mirror on each small statue at both ends of
the room. Avoid any contact with the winged monsters by
staying close to the wall. Walk downstairs.
Lower Lobby
Do not touch the suit of armor.
If the very heavy statuette (found in the Dark Bedroom)
is in the inventory, stand directly in front of the armor
and throw the statuette to destroy the armor. Take the sword.
If the statuette is not in the inventory, walk to the door
on the right side of the stairs and enter.
Sitting Room
Do not touch the ghost figure in the chair.
Get the gramophone on the table.
Search the cabinet to get the cartridges. Use the cartridges
to reload the rifle.
Get the matchbox from the fireplace mantle. Exit the room
and go to the door straight ahead on the other side of the
stairs.
Hallway
Follow the hall around and enter the second door that your
character sees. The first door is directly across from the
door from which your character entered the hall.
Bathroom
Run into the room and get the jug next to the cabinet.
Ignore the monster in the bathtub as it cannot be killed;
it will harm your character.
Open the cabinet and get the first aid kit. Open the kit
and get the flask. Drink the contents of the flask to gain
more health points. Exit the room and continue down the hall
to the next door.
Dark Bedroom
Use the matchbox to light the oil lamp.
Get the very heavy statuette from the table.
Exit the room and use the open/search command to put the
lamp away.
Go back to the Lower Lobby and destroy the suit of armor.
Leave the very heavy statuette there. Walk to either side
of the stairs and enter the dark opening.
Front Lobby
Drop the gramophone here. It will be used later in the game.
Turn left and enter the right door of two in the corner
next to the stairs. The left door will be locked.
Enclosed Porch
Search the back side of the statue to get three arrows.
Leave the room quickly to avoid the falling spiders.
They will not leave the room. Walk to the door on the
other side of the stairs next to a narrow hallway.
Kitchen
Enter the smaller dark brown door nearest to the door
that was just entered.
Get the key to the cellar hanging on the wall.
Search the shelf to and take the box of biscuits.
Eat the biscuits to gain more health points.
Drop or throw unneeded items: empty box, first aid kit,
and the empty flask.
Search the large cabinet near the table to get the knife.
Enter the second smaller dark brown door next to a normal
sized door. After entering the small closet, quickly back
out. Use the knife to kill the zombie that entered the
room when your character entered the closet.
Re-enter the closet and search the pile of coal in the
corner to get a shoe box. Open the box and get the revolver.
Get the oil can in the other corner. Use the oil can to
refill the lamp.
Use the jug next to the barrel of water to fill the jug.
Drop or throw unneeded items: empty oil can, empty box,
and knife.
Exit the closet and return to the kitchen. Get the pot
of soup from the fireplace.
Exit the kitchen through the normal door that is next
to the closet. Open the door across the small hall.
Dining Room
Walk to the right side of the table and put the pot of
soup on the table.
Avoid the walking zombie and wait until it sits. Exit
the room through the door next to the large cabinet.
Smoking Room
Run to the other side of the table and stand next to the
chair. Get the lighter from the table.
Use the water jug to douse the smoking ashtray on the
table. Your character will take some damage from the smoke.
Open the double doors that are not locked and go in to
the hall. Walk back to the white stairs in the front
lobby and climb them. Go back to the hallway that led
to the Dark Bedroom. Continue down the hall to the end
and open the door.
Hallway With Paintings
Walk up to the first painting (a man with an axe) and
put the old Indian cover over it.
Walk halfway down the middle of the hall and use the bow
to fire an arrow at the painting at the far end. Once the
arrow has hit the painting, purple smoke will appear.
Enter the door at the far end of the hall.
Jeremy's Bedroom
Get the false book from the table.
Push the grandfather clock aside and search the hole behind
it to get the key to Jeremy's Study. Exit the room and enter
the double doors located halfway down the hall.
Library
Use the oil lamp. Put the lamp down in the middle of the floor.
Quickly run down the corridor at the upper left of the
screen. Follow it around to the right until an indentation
is seen in the wall of books. Go slightly past this and
search the books next to the indentation to find a
mechanism. Use the false book to open the Secret Room
behind the indentation and quickly enter it. The monster
chasing your character can only be killed by a certain
dagger that is found inside the Secret Room
Secret Room
Get the talisman from the shelf.
Search the bookshelves to get the dagger with the curved
blade. Use the dagger to kill the monster in the Library.
Get the oil lamp from the floor and open the closed double
doors. Your character is now in the lower lobby.
Go through the dark opening, go down the stairs, and
get the gramophone.
Use the silver key to open the locked door next to the
door to the enclosed porch.
Continue down the big hall and re-enter the Smoking Room.
Use the key to open the locked double doors.
Jeremy's Study
Put the old cavalry saber in the coat of arms on the wall.
If the saber was broken, put both halves in the coat of arms.
Search the bookcase in the corner to get the record.
Exit the room and go back through the Smoking Room, into
the hall. Enter the doors to the side of the hall (not
the ones at the end of the hall).
Pirate's Room
Use the sword to kill the pirate. The pirate can not be shot.
Get the key to the Dance Hall from the dead pirate.
Use the key to open the double doors.
Dance Hall
Walk to a corner and use the dance of death record on the
gramophone. The ghosts will dance. Do not let them touch
your character.
Get the key to the pirate's chest from the fireplace mantle.
Exit the room and go back to Jeremy's Study.
Walk down the stairs in the floor.
Bottomless Chasm
Run across the collapsing bridge.
Follow the tunnels until a giant worm is seen behind
your character.
Run away from the worm until your character can turn
right into another tunnel.
Cave
Fight or shoot the monster that waits for your character
to enter.
Continue down this tunnel until the worm is seen again.
Run back to the place in the tunnel where your character
turned right and fought the monster.
Turn right down the tunnel created by the worm. If
the worm is still there, repeat the previous step
until the worm moves out of the tunnel.
Underground
Step down onto the wooden dock and walk around to
the right until your character comes to a lighter
shaded brown section of the wood. Jump
over this section as it will collapse if stepped on.
Avoid the monster in the water or kill it. If it is
killed, more monsters will appear.
Climb up the ledge to the opening.
Tunnel
Fight or shoot the spider monster. Continue down the tunnel.
Rock Pillar Cavern
Stand in the opening and shoot the flying monster.
Jump from rock pillar to rock pillar. Use the pillars
to the left.
When the screen view changes, go to the opening on the
right. Follow the tunnel until it forks. Go right at the fork.
Large Cavern With Planks
Walk to the right side of the rock plateau.
Jump over the light colored wooden planks onto the
darker ones.
Jump and climb up rock pillars until your character
reaches the far side of the room.
Shoot or avoid the flying creature in the middle of the cavern.
Go to the chest.
Pirate's Chest
Use the key to open the chest and get the gem.
Push the rock behind the chest to one side.
Enter the dark opening and follow the rock corridor.
Step down the ledge and continue forward until it goes black.
Dark Maze
Use the oil lamp.
Walk to the left. Try to wind around to the left until
your character cannot go that direction any further.
Turn downwards and go down until it is no longer possible
to go further.
Turn to the right of the screen and walk until your character
comes to a stone door with a hole in it. Use the gem to open
the door.
Enter the room and use the open/search command to put the
oil lamp away.
End Cavern
Run and jump off the rock steps.
Run to the stone altar in front of the tree while dodging
the fireballs and the monster in the water. Get the hook.
While in front of the altar, put the talisman on the altar.
The fireballs will stop.
Use the lighter to re-light the oil lamp. Throw the oil lamp
at the tree.
Run to the right of the cavern and climb onto a different
rock plateau.
Climb up to the rock door and use the hook to open the door.
Turn left and go back into the maze. It will now be visible.
Turn right and use the hook to open the door.
Turn left. Your character is now back in the Underground area.
Walk along the wooden docks and climb to the opening on the
other side. Turn right and follow the tunnel straight ahead
until your character comes to a small black opening.
Enter the opening.
Basement
Walk around the wine racks to the other side of the room
and climb the stairs. Your character is now back in the
Front Lobby. Walk down the large hall and open the double
doors at the end.