Uninvited - Mindscape - 2nd part Sent in by John R. Barnsley @~Continued from the last issue of SynTax where you had just @~arrived at the Magisterium and were gazing at the empty @~niche ..... 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 solution 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 centre 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 gaudy 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 zombies...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? 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 you 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 interesting, 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 favour 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 centre 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 centre 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 nothingness, 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!