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 Iíve 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) Ė weíll need that later.  Though you canít 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 Ė but itís upside down!  Oh, dear!  We donít 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 arenít ready to play this game.  Exit out to the hallway.

The far door on the right is the Chapel, but we canít get in and thereís 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 arenít 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 canít Ė it will disappear.  Click on the other two children to see what they need Ė ragdoll and ball.  We will need to find those.  Click on the mushrooms, but we canít pull them up without a tool.  HmmÖ 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 Ė something was stolen from him, he needs help to remove the paint spatters, and he may need something else as well.  We canít 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 Fabergť 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 canít take him yet.  Exit to the hallway.

The door on the far left is the Nursery.  Click on the child Ė 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 donít 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 wonít use them till the end.  Clicking on the right gate just shows the graves that we wonít 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.  HmmÖ she needs an heirloom, letís 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.  Letís give the mouse some cheese.  Do this a second time and heíll take it from you.  While weíre in the inventory, letís 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.  HmmÖ he needs his gift to her, and a dueling pistol, anything else?  Letís 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 heíll 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 isnít upside down, but in a room with this symmetry, a reversal wouldnít be obvious, so letís 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 donít 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  Ė how about a pocket watch?  He needs something else, but wonít take it till we take the anchor, and we donít 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?  Letís 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 wonít 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 weíre here, letís 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 Ė letís 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 Ė 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 Manís Hand is Aces and 8ís, 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 letís 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 letís 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 Manís 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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