Mystery Mansion Spoilers
last updated Wed Mar 1 22:28:02 MST 2000
This is a (very incomplete) list of semi-spoilers for Revision 17 only.
Knowing the information
here can sometimes take a great deal of time to figure out, but it doesn't
necessarily help you win the game, and certainly won't tell you how to get
all the points.
However, if you really, truly want to figure it all out yourself, don't
read any more! If you have a question about the game that you whose answer
you think would be a good spoiler, send mail to me at
NOTE: if you just want basic info on how to play, what to do, etc,
start reading from the top. The hints get more informative the further
The exact message depends on where you are and the time of day
in the game. These messages are time indications, and indicate the
start of a new hour in the game. Since you only have one day to
solve the murder, get all the points, and escape back to the
Big City, these messages tell you about how much time you have
used, if you keep track of them.
I can't drop the globe without breaking it.
Once you've picked up the globe, you can only drop it safely
in the Maid's Room (note the small indentation in the middle of
I can't get through the locked doors.
You need the set of keys. They are initially in the Bell Tower,
but may be picked up by various characters if you don't get them
I keep getting lost in the woods.
To stop getting lost, you need two things: the compass, and the
map. The map is in the Cozy Cottage; to get to the Cottage, you
can always ``go crazy'' when you're in the woods. The compass
is in the lit end of the haunted hallway (by the door to the
Maid's Room and the Batty Bathroom).
Why can't I carry very much?
You're only human. To carry more than the normal limit, you need
the Gaudy Gauntlet. To get the gauntlet, go to the Dining Hall
and say ``move king'' (the king is a character carved on one of
the tables; say ``look at tables'' for the full description). The
table will move and reveal the gauntlet, which gives you greater
How can I get into the secret passage?
There are various ways. Only the maid's room is missing here.
- In the storage room, open the crate.
- In the butler's room, feed the monkey.
- In the creepy crypt, open the coffin.
- In the living room, turn the picture.
- In the ball room, move the wood.
- In the charming chapel, drink the wine.
- In the dark end of the haunted hallway, sweep.
- In master bedroom closet, close the door.
How do I read the scroll in the library?
To read the scroll, you must magically unroll it. This is done by
saying four magic words in order. The second magic word can be seen
by standing on the eastern Broken Bridge,
and the last (fourth) magic word can be seen by standing on the
western Broken Bridge. I'm still in the process of determining
where the 1st and 3rd can be found. When the scroll unrolls, it
tells you the name of the murderer, the murder weapon, and the
scene of the murder.
Here is a
complete list of murder weapons, murderers, and murder scenes.
This is useful for playing the game without having to go to the
effort of finding out who did what, and where. In a similiar vein,
here is a
complete list of magic words.
How can I find objects and people?
To find objects, you need the Paranoid Parrot. The warrior usually
carries the parrot around. To obtain it, find the warrior and kill
him -- you'll probably need something like the sword or axe to do
this. Then take the parrot from the warrior. To locate objects,
say, for example, the cross, say ``find cross''. To locate people
you need the dusty globe, which is really a magic ball. To
find the butler, for example, type ``find butler''.
How do I use the matter xmitter and receiver?
Just as in Star Trek, you need to familiarize yourself with the
command ``beam up''.
How can I kill the vampire?
There are two ways to kill the vampire: drive the wooden wedge
through his heart, or trap him in the sunlight. In both cases
you'll need the cross from the chapel or else the vampire will
attack and kill you right away. In both cases you get 75 points
for killing him.
- Driving the wedge through his heart. You can
only do this in the first two hours of gametime. You
need either the axe or the club (to drive the stake),
the wooden wedge from the Ball Room, and the cross from
the Charming Chapel. Once you have these things, go down
to the Creepy Crypt and open the coffin. Regardless of
whether or not the vampire is in there, you must do this.
Once you find the vampire (he'll be downstairs somewhere,
just keep looking), say ``kill vampire'' and you'll get him.
- Trapping him in sunlight. To do this, first make
sure that the curtain in the maid's room is closed, and
that her door is locked. Next, make sure that you have the
cross from the chapel, and go downstairs; as soon as you
find the vampire, he'll start following you. Wherever you
are downstairs, get into the secret passage (to see how to
do this, look a few hints up). Go up twice, so that you're
on the top floor of the mansion. Then go north, such that
you're in the Maid's Room, and then just open the curtain.
The vampire will shrivel into nothing, leaving behind his
vampire ring. Note that this also works if you got south
into the closet, followed by east into the master bedroom,
but the combination of doors makes it somewhat trickier to
I survived and got points for my booty. How much is each object
The objects are worth different point amounts. Treasure is worth
the most, but even everyday items are worth something. Since you
can't carry everything, you obviously want to end the game carrying
as many of the high-point objects as possible. The breakdown
(in increasing point-order) is:
- One point apiece:
book, broom, butcher knife, candle, coil of rope, club,
desk chair, dungeon key, dusty globe, food,
greasy hatchet, kitchen match, map, menacing mace, note,
old battery, rusty shovel, small oilcan, sword, torch,
two-bladed axe, vial of poison, wind-up clock,
- Two points apiece:
battery lantern, darts, handgun, new battery,
pocket compass, set of keys, silver bullet
- Three points apiece:
- Four points apiece:
old talisman, uneven amulet
- Five points apiece:
metal shield, paranoid parrot, silver cross
- Ten points apiece:
bag of pearls, fine jewelry, gaudy gauntlet,
jeweled crown, large emerald, matter receiver,
matter xmitter, mystery chest, pirate treasure,
ruby necklace, several diamonds, silver goblet,
twelve gold coins