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Shadows in the Night (Shadows_in_the_Night.txt)

SHADOWS IN THE NIGHT
Written by Dorothy Millard
Walk Through by Dorothy Millard (C64 Version)

Scenario
Discover hidden passages and other secrets in a haunted mansion - or is it?

Notes
1. You need a lit torch and a map before entering the secret passages.  Without the map there is no
exit.
2. Keep an eye on the location descriptions as they change according to circumstances throughout the
game.
3. Sometimes more than just verb/noun input is required, ie. CLIMB THROUGH WINDOW, FEEL UNDER DESK,
LOOK IN MIRROR, GET RUSTY KEY, etc.
4. Shadows in the Night recognises the full word, therefore it isn't possible to use
abbreviations (ie. first four or three letters), except for the standard directions etc.
5. There are a number of sound effects throughout the game, so turn up the volume.
6. You will not be able to exit the mansion until you have found and photographed all five items of
evidence.
7. you cannot exit through the front door, you must find another way.

Walk Through
(Start on the front porch of the mansion), INVENTORY (carrying your camera), EXAMINE CAMERA, E
(entrance foyer - the front door slams shut behind you), EXAMINE STAND (umbrella), GET UMBRELLA,
EXAMINE UMBRELLA (note the hook on the end), N, N (laundry), EXAMINE BASKET (washing), GET SHEET,
EXAMINE SHEET (note it is white), E (utility area), EXAMINE LINE (washing), GET SWIMSUIT, EXAMINE
SWIMSUIT, EXAMINE BINS (rubbish), N (woodpile), EXAMINE WOOD, GET AXE, EXAMINE AXE, E (herb garden),
EXAMINE PARSLEY (find a rusty key), GET RUSTY KEY, EXAMINE RUSTY KEY, W, S (utility area), E (the
shed door is locked), UNLOCK SHED (using the rusty key), DROP RUSTY KEY, E (into shed), EXAMINE
TOOLS, GET SPADE, EXAMINE SPADE, EXAMINE SHELF, GET CROWBAR, EXAMINE CROWBAR, W, W, S, S (back to
foyer).

S (into trophy room where you hear a noise which makes you jump), D (into basement), E (a forcefield
prevents you), U, N, E (mirrored hall), LOOK IN MIRROR (you see your beautiful self), S (you bump
your nose on the door), OPEN DOOR (it won't budge), EXAMINE BUST (it has a strange head),
EXAMINE HEAD, TURN HEAD (you hear a strange sound and the southern door is now open), S (into coat
cupboard), GET JACKET, EXAMINE JACKET, GET HANGER (coat), EXAMINE HANGER, DROP JACKET, N, TURN HEAD
(the door closes again), E (into hall where you hear someone playing scales on the piano in the
music room), S (music room but there is no-one here), PLAY PIANO, PLAY HARP (you need music),
EXAMINE STAND (on the music stand you find some sheet music), GET MUSIC, EXAMINE MUSIC, PLAY HARP
(you hear a strange noise and now you see an opening in the south wall with stairs leading up), DROP
MUSIC, U (first you need a source of light).

N (hall), E (the study door is locked), PICK LOCK (using the coat hanger which you bend, then slip
the catch on the door), E (study), EXAMINE DESK (has a drawer), EXAMINE DRAWER (be careful - it is
recommended that you heed this advice as an alarm is attached to it), FEEL UNDER DESK (feel a
button), PUSH BUTTON (you have disabled the alarm and it is now safe to open the drawer), OPEN
DRAWER, GET TORCH, EXAMINE TORCH (it is in good working order), E (you bump your nose on the glass
door), SMASH GLASS (using the axe), DROP AXE, E (onto verandah), GET POT PLANT, EXAMINE POT PLANT,
W. W.

S (music room), LIGHT TORCH, U (spiral back stairs), PUSH BUTTON (reveals a peephole), LOOK THROUGH
HOLE (you see a lever above the door in the tower room), U (it's just a dead end), D, D, N, U
(landing), E, E, S (into Nigel's bedroom), EXAMINE WARDROBE, MOVE WARDROBE (reveals steps
leading up), U (into tower room where the door slams shut and gas is escaping), OPEN DOOR (it cannot
be opened from this side, although if you have looked through the peep hole earlier you will see a
lever above the door), PULL LEVER (the gas is switched off and the door opens), GET BOX (black),
EXAMINE BOX (it has a keypad but you don't have the code yet), D, N, DROP CROWBAR (for later).

W, WEAR SHEET, S (into white room where because you are wearing the white sheet you blend in with
the room and the robot doesn't detect you), GET ROPE, EXAMINE ROPE, N, REMOVE SHEET, DROP
SHEET, DROP PLANT, W, D, S, E (storeroom), GET POLE, EXAMINE POLE (note it has a hook on the end),
MOVE JUNK (you see a cubby hole), EXAMINE HOLE, GET MAP, EXAMINE MAP, READ MAP (shows the way
through the secret passages), W, N, N, N, N (pool), SWIM (you find a net), EXAMINE NET, DROP
SWIMSUIT, S, DROP SPADE (for later), S, S, W, W, N, N, E, N, W (ornamental pond), EXAMINE POND (you
see a goldfish), CATCH GOLDFISH (in the net), E, S, W, S, S, E, E.

U, N (master bedroom), N (into closet), LOOK IN MIRROR, PUSH MIRROR (it swivels revealing a secret
passage north), N (need light and map), E, S (into secret room), GET REMOTE (control), TAKE PHOTO
(of the equipment - click, a useful piece of evidence), N, W, S (back to closet), S (back to master
bedroom), EXAMINE CAT (it's watching you), W (the snarling black cat crosses your path so you
decide against it), GIVE GOLDFISH (to the cat - a wise move), DROP NET, W (balcony), TIE ROPE (to
the balustrade), CLIMB ROPE (to the orchard), CLIMB GATE (to hidden part of the garden where you
hear the birds in the aviary singing), EXAMINE AVIARY (see a long key on the floor), GET LONG KEY
(the hook of the umbrella pulls it towards you), DROP UMBRELLA, S (pool).

S (patio), GET SPADE, UNLOCK CHAPEL (using the long key), DROP LONG KEY, E (into chapel), EXAMINE
PICTURE (note that the eyes seem to move), N (into graveyard), DIG (using the spade - you uncover a
tunnel entrance), DROP SPADE, ENTER TUNNEL (you emerge in the summerhouse but the tunnel collapses
behind you), EXAMINE SEAT, GET PAPER (scrap), READ PAPER (note the code), DROP PAPER, LIFT SEAT
(reveals a trapdoor), OPEN TRAPDOOR, D (into secret passage - note you need light and the map), S
(behind the trophy room where you see a microphone in the back of the lion's head), TAKE PHOTO
(click, a useful piece of evidence), N, E, S (note you must have opened the exit to the closet
first), S, W (balcony), UNTIE ROPE, GET ROPE, E, S (landing).

E, E, GET CROWBAR, E (nursery), EXAMINE WINDOW (see bars placed across the window for safety
reasons), LEVER BARS (using the crowbar - there is now a gap), DROP CROWBAR, CLIMB THROUGH WINDOW
(to roof), S, EXAMINE POT (chimney), TIE ROPE (around the chimney pot), CLIMB ROPE (down to the
walled garden), EXAMINE PLANTS (you find a screwdriver), GET SCREWDRIVER, EXAMINE SCREWDRIVER, CLIMB
ROPE (onto the roof), N, CLIMB TROUGH WINDOW (into the nursery), W, W, W, D (hall).

N (drawing room - note how cold it is and don't pull the chain), EXAMINE CLOCK (see a panel
screwed to the front), UNSCREW PANEL (using the screwdriver), DROP SCREWDRIVER, EXAMINE PANEL (see a
switch), PUSH SWITCH (the chandelier lowers), EXAMINE CHANDELIER (inside you see a fan, now you know
why it is so cold in here), TAKE PHOTO (click, a useful piece of evidence), S (hall), W, W, S
(trophy room), D (basement where you hear a strange sound from the east), E (a forcefield prevents
you), TYPE 1948237 (on the black box and the noise stops), E (into wine cellar where you see masses
of electronic equipment), TAKE PHOTO (click, a useful piece of evidence), W, U, N (foyer).

E, E, U, E, GET POT PLANT, E, N (spare room), GET SMALL KEY (you can't reach), PUT PLANT ONTO
PLATFORM (the left platform rises through the roof), S (upstairs hall east), PULL RING (on the
trapdoor using the long pole - a ladder hangs down), DROP POLE, U (into attic), GET SMALL KEY (from
the platform), D, W, W, D, N, N, E (into chapel), N (graveyard), UNLOCK CRYPT (using the small key),
E (into crypt), D (into secret passage - note you need light and the map... you see peep holes in
the wall and now you know why the eyes moved), TAKE PHOTO (click, a useful piece of evidence).

(You should now have the five photographs of evidence so it is time to find the way out), U, W, S,
W, S, S (hall), U, E, E, E (nursery), CLIMB THROUGH WINDOW, S, CLIMB ROPE (to walled garden),
EXAMINE WALL (you see the outline of a door but there is no obvious way to open it), EXAMINE REMOTE
(control - it has a button), PUSH BUTTON (the door opens), S (into garage), ENTER PIT, EXAMINE
BRICKS (one sticks out), PULL BRICK (you now see a large hole), ENTER HOLE (into a secret passage
where you see a light to the west), W.

CONGRATULATIONS
You have managed to find enough evidence to prove that the house isn't really 
haunted at all.  What a relief.  And, you even managed to escape in one piece.
SCORE 100/100.

Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/

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