21-06-2005
Hauntings Of Mystery Manor
A walkthrough by Fairygdmther
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
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. |
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