Imported for youb delectation by the Possum of SEWER SOFTWARE (OZ), from
the original AMIGA DOCS.

UNINVITED
Part 1

 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. Yo 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
matterhow 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 inven tory. 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 ego
maniacal 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.
 UNINVITED is Published by Mindscape, Inc.


 This walkthru is copyright (c) 1986 by John L. Moss. All rights


 UNINVITED
 Part 2


 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 Parlor. 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 Parlor 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!


 UNINVITED is published by Mindscape, Inc.


 This walkthru is copyright (c) 1986 by John L. Moss. All rights




 UNINVITED
 Part 3


 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 walkthru 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 center 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 gawdy
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 zom-
bies...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?


 UNINVITED is published by Mindscape, Inc.


 This walkthru is copyright (c) 1986 by John L. Moss. All rights






 UNINVITED
 Part 4


 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 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 interest
ing, 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 favor
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 center 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 center 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 nothing
ness,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!




 UNINVITED is published by Mindscape, Inc.

