Spoiler-Free Map
Spoileriffic Map
These sections appear in a completable order. If you help the ghosts in this order, all puzzles will be solvable without backtracking.
Armours Room
-
EXAMINE KNIGHT. The knight says he’d like to make one last fight before he leaves.
-
WEAR ARMOUR.
-
FIGHT.
Ann and Lou in the Dining Room
-
Find their pictures.
-
They’re in the two Corridor rooms upstairs and south on the first floor.
-
Swap them and return to the dining room.
-
From the First Floor room, SOUTH.
-
GET PAINTING.
-
GO WEST.
-
GET PHOTOGRAPH.
-
PUT PAINTING.
-
GO EAST.
-
PUT PHOTOGRAPH.
-
Scarecrow / Toad at the Edge of the Pond
-
Put two articles of clothing on the scarecrow.
-
Put a hat on the scarecrow.
-
Go upstairs from the Foyer to the first floor.
-
Read the sign.
-
LISTEN DOOR. GO EAST. GET HAT.
-
-
Put a shirt on the scarecrow.
-
You can’t find the shirt until you’ve found the Book of Death.
-
Cut the barrier tape in the first floor corridor with the knife from the kitchen. The book is north of the tape.
-
Put the book in the right place.
-
Put the book in the library.
-
The shirt is in a wardrobe.
-
Close the wardrobe in the Boudoir.
-
Closing the wardrobe there opens the closet in the hallway west of the library. Go there and take the shirt.
-
-
When you put the hat and shirt on the scarecrow, you can examine the toad. He’ll tell you to SAY CROAK in the right place. Find the right place.
-
You can’t find the right place until you’ve helped Ann and Lou in the Dining Room. (See above.)
-
When you help Ann and Lou, there’s an empty glass in the Dining Room. Where could you fill it?
-
Go to the Cellar. From the Dining Room, go west to the Kitchen, west to the Stairwell, and down to the Cellar.
-
FILL GLASS.
-
PUSH BARREL.
-
SAY CROAK. You can now go north to Open World.
Escaping Open World
-
The open-world ocean is a strange loop where going north and south puts you in a loop (sea ice, desert island, raven tower), and going east/west puts you in a different loop (wooded island, wave, raven tower).
-
You can get stuck in the desert. The desert is also a strange loop, but if you go east/west you’ll find an oasis. You can go DOWN into the oasis, then go NORTH to return to the open-world ocean.
-
You can leave open world via the wooded island.
-
EXAMINE SIGN.
-
CLOSE EYES in the wooded island.
Polar Bear at Sea Ice
-
From the starting room at the front of the mansion, go east and up, and examine the hole.
-
You’ll need to wear something to protect yourself from the bees.
-
You found it helping the Scarecrow at the Edge of the Pond. (See above.)
-
Wear the safety glove. Then you can take the honey and bring it to the polar bear.
Mermaid in Conservatory
-
You can’t help the mermaid until you’ve helped the Toad at the Edge of the Pond and escaped Open World. (See above.)
-
The mermaid wants music. There’s music in the Music Room, NORTH and EAST from the Conservatory.
-
PLAY PIANO.
-
There’s a magic wand on the wooded island in open world. WAVE WAND.
-
Once you wave the wand, you can EXAMINE MERMAID to help her.
Computer in Library
-
You can’t fix the computer until you help the Mermaid in the Conservatory. (See above.)
-
EXAMINE SIGN in the Stairwell west of the Kitchen.
-
The sign is written in chalk.
-
RUB SIGN. (You’ll need a rag.)
-
Where do I find a rag?
-
It’s only two rooms away from the Stairwell sign.
-
It’s in the Resting Room, north of the Kitchen.
-
OPEN CURTAINS.
-
-
-
GO UP. LISTEN. GO UP. LISTEN.
-
From the ground floor Stairwell, you can GO UP to the second Stairwell and GO EAST. (And you can GO WEST from the Attic.)
-
You need to insert something into the mirror. It’s just lying around.
-
Return to the Music Room after helping the Mermaid. There’s a piece of the mirror there.
-
INSERT PIECE.
-
There’s something locked that you can unlock with that key.
-
It’s near the start of the game.
-
UNLOCK BOX in the starting location at the front of the mansion. You’ll find a floppy disk.
-
INSERT DISK in the library, then TURN ON COMPUTER.
Alien in the Flying Saucer
-
You can’t find the alien until you fix the Armours in the Armour room and the Computer in the Library. (See above.)
-
First you’ll need to find the alien in outer space.
-
Where is the alien?
-
GO WEST from the Attic and SET CLOCK.
-
The moon is at the Top of the Tree, one step east and two steps up from the starting room.
-
To get there, you’ll have to remove the plank in the first floor bedroom. You need a wood saw for that.
-
Something else in the game looks like a wood saw when you examine it.
-
The plant in the Conservatory looks like a wood saw.
-
GIVE SPIDER to the plant and you’ll have a wood saw. CUT PLANK to get the plank and ENTER the guest room.
-
This is a good place to SLEEP.
-
CLOSE CURTAINS. SLEEP.
-
GET BROOMSTICK and SIT THRONE in Raven Tower.
-
RIDE BROOMSTICK at Top of the Tree after setting the clock to fly to the moon.
-
Like open world, orbit is a loop. From the top of the tree, go north four times and down to find and enter the saucer.
-
-
-
The alien wants a blue ghost. You’ve seen that in the mansion.
-
The ghost is in the arcade machine, north of the Hall of Mirrors, north of the Armour room.
-
You’ve been carrying around the item you need since the start of the game.
-
INSERT TOKEN. PUSH BUTTON.
-
Wander around the map randomly. When you find ghosts, eat them by name: EAT AKABEI. EAT GUZUTA. EAT PINKY.
-
The blue ghost has escaped towards the garden. There’s a hint about the garden nearby in the mansion.
-
EXAMINE WATERCOLOR in the Hallway, down from the Armours room.
-
From the starting room, GO WEST and GO NORTH to the nook of the garden.
-
GO EAST to find room, Front of the Storeroom. GET GHOST and return to the Alien.
Witch
-
You can’t satisfy the witch until you help the Alien. (See above.)
-
The witch is on the wooded island. Go to her.
-
You got the eyes playing the arcade game, and the heart when you returned to the alien with the ghost.
Cook in the Kitchen
-
You can’t help the cook until you help the Witch. (See above.)
-
You have the broth from the Witch. You need the pigeon and wood.
-
Where’s the pigeon?
-
The pigeon is in a very high place in the mansion.
-
It’s upstairs from the Attic.
-
GET LADDER at the foot of the tall tree, east of the starting room, then DROP LADDER in the Attic and GO UP.
-
The pigeon is above the Roof.
-
PUSH CHAIR. GO UP.
-
GET PIGEON.
-
MOVE ROPE. GET PIGEON.
-
-
Where’s the wood?
-
You already have it.
-
It’s the plank.
-
-
-
Unlike in most of your encounters, you’ll need to explicitly GIVE the items to the cook. GIVE PIGEON. GIVE BROTH. GIVE PLANK.
Octopus in the Wreck
-
You can’t find the octopus until you help the Cook. (See above.)
-
The cook started a fire when he left.
-
GET CANDLE in the First Floor room, UP from the Foyer.
-
LIGHT CANDLE in the Kitchen after helping the cook.
-
Find something else to light with it.
-
LIGHT CANNON in the Far End of the Garden, two steps east from the starting room at the front of the mansion.
-
Now there’s a wreck in the ocean.
-
Return to open world to find it.
-
Go west from the open-world ocean to find the wave, then go down and enter the wreck.
-
The octopus wants a necklace, which you should have gotten by sitting in the throne in Raven Tower, next to the broomstick.
Elderly Pirate in the Hall of Mirrors
-
You can’t help the elderly pirate until you help the Octopus. (See above.)
-
The octopus gave you the treasure map. Return to the elderly pirate and GIVE MAP.
The Last Ghost (when SCORE says 12 out of 13 ghosts)
-
Save now! There are two ways out of this game, the happy ending and the unhappy ending.
-
Unhappy ending
-
You were told to go somewhere when you’d helped 12 out of 13 ghosts.
-
Return to the Dead Room, behind the barrier tape, where you found the Book of the Dead. It’s UP from the Foyer, West, and North.
-
-
Happy ending
-
The happy ending is south of the mansion, right at the start of the game.
-
EXAMINE GATE. It’s computer controlled.
-
TURN ON COMPUTER in the Library, and type in the code.
-
Type
HELLO
. The gate is now open. -
The cop says you can’t get past until you’ve helped 13 out of 13 ghosts.
-
The cop is the last ghost. You can go to him when you’ve helped 12 out of 13 ghosts to get the happy ending.
-
-