⚠ Spoiler Warning — This page contains the complete solution to Haunted House. Try to escape on your own first!
About this Haunted House solution
This solution is for Haunted House on the TRS-80 Model I/III. It originally appeared on Steve McCoy's website at www.simology.com, but his site no longer exists. Used with permission. Solution by Steve McCoy, September 5, 1998. Map by Branden Robinson.
Foreword
This game originally came out in the late 70's and early 80's. It was released by Radio Shack for the TRS-80 Model I or Model III.
Since I'm a huge fan of adventure games — and this is one of the few I first played on my first computer during my Christmas break from high school in 1980. My parents had purchased the Model III as my Christmas present and Haunted House was included along with others. This game is very dear to my heart, as are most of these classic text adventures.
This game is based on getting into a Haunted House — or more to the point, once you're in the house, how do you get out alive!
Like many adventures of the time, you tend to die over and over. Every wrong move can result in your death. The games didn't allow for saving each step, so you have to start from scratch each time you "choose poorly." This walkthru will smooth out each phase or step of the game. I hope this helps you on your quest.
Key Dangers & Items
Dangers
- Levitating Knife — living room
- Animated Suit of Armour — breakfast room
- Ghosts — upstairs
- Bucket of Water — kitchen (don't drink it!)
- Rusted Sign — upstairs balcony room
Key Items
- Rope — secret passage
- Hall Door Key — servants room cabinet
- Bucket of Water — kitchen
- Mysterious Scroll — living room
- Magic Sword — upstairs
- Levitating Knife — living room
- Crumpled Paper — outside at front door
- Rusted Sign — upstairs balcony room
House Map
Map of the Haunted House by Branden Robinson:
Part One — The First Floor
Game Start: Outside the House
Get the paper and read about the magic word PLUGH. After saying the magic word you get:
The Living Room
Head east from the foyer. Be careful — any move other than West to leave will end in death!
This is the clue that points you to the exit from the second floor.
The Kitchen
You can get the bucket of water or not — it won't change the final outcome of the game. Be careful and don't drink the water. Now head south again.
The Breakfast Room & Suit of Armour
The knife keeps the armour at bay. Head east to the Servants Quarters.
The Servants Quarters — Getting the Key
This room is tricky. You must navigate in specific directions to get trapped and reveal the key.
Now navigate out of the room with the key:
Free at last! Now head for the bedrooms to get the rope.
The Secret Passage — Getting the Rope
The Locked Hall Door
Since you have the key from the servants cabinet, you can go through the locked door.
The fire is just trying to scare you. Walk right through it.
Climbing to the Second Floor
Drop the rope — it will magically extend up through the hole.
(Note: The game actually spells it "SWARD" — that's not a typo in this walkthrough, that's what the original game says!)
Part Two — The Second Floor
The Magic Sword & Killing Ghosts
Get the sword and start dispatching ghosts.
The Immune Ghost
One ghost cannot be killed with the sword — you must outwit it instead.
You need to go South to escape, but this immune ghost blocks you. The trick: drop the sword, then make a specific sequence of moves to slip past.
The Final Trap — and Escape!
This is the author's final trick: you can leave from any exit (W, E, or S), but if you are carrying the sign you fall to your death — it's too heavy! Drop it first.
That's all, folks! <grin>
— Steve McCoy, 1998