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Dr. Death's House of Horrors (Doctor_Deaths_House_of_Horrors.txt)

DR. DEATH'S HOUSE OF HORRORS
Written by John Olsen
Walk Through with Dorothy Millard (PC Version)

Keys:
1.	Gold Key  		  In Cellar (coffin)  			  CHARITY
2.	Silver Key  		  In Graveyard  			  MODESTY
3.	Iron Key  		  In African Jungle  			  LOYALTY
4. 	Copper Key  		  Eighteenth Century France  		  SINCERITY
5.	Steel Key  		  In Desert  				  FRIENDLY
6.	Brass Key  		  Old West Town  			  BRAVERY
7.	Lead Key  		  Made from Mold  			  TOLERANCE
8.	Aluminium Key  		  In Dungeon (second time)  		  MERCY
9.	Chrome Key  		  Display Case in Large Room  		  HONESTY
10.	Bronze Key  		  Lumber Mill  				  FAITHFUL

Notes
1. When you become thirsty drink from the swamp, even though it tastes lousy it prevents you from
dying and the game from ending prematurely.
2. Not all actions are necessary to complete the game but are included so as to "get the
feel" of the game.

Walk Through
(Start in a medieval dungeon with the walls pressing in around you), EXAMINE TABLE (note it has a
drawer, but you can't open), PUSH TABLE (you move it beneath the window), CLIMB ON TABLE, CLIMB
THROUGH WINDOW (to a short alley), EXAMINE TRASHCAN (leave the bottle), E (by a large Victorian
mansion which is Dr. Death's House of Horrors Wax Museum), EXAMINE BELL, PULL BELL (you trigger
a trapdoor mechanism and fall through to a short stone hallway).

S (into Eighteenth Century France room), EXAMINE FIGURE, EXAMINE BASKET, EXAMINE SKULL (leave it),
PULL LEVER (a copper key falls out), GET COPPER key, EXAMINE COPPER (engraved with
"SINCERITY"), N, E (into cellar), EXAMINE FIGURE, OPEN COFFIN, EXAMINE COFFIN, EXAMINE
FIGURE (leave the stake), GET GOLD key, EXAMINE GOLD (engraved with "CHARITY"), W, U, N
(to entry), EXAMINE MACHINE (moviola), N (to cloakroom - a hat is here with a lottery ticket inside
but leave them), GET QUARTER, S (back to entry), INSERT QUARTER IN SLOT (shows a man digging in the
desert and graveyard).

IRON KEY  - U, E (to upstairs hall east), UNLOCK DOOR (with copper key), E (into office), EXAMINE
DESK, GET THREAD, EXAMINE THREAD, EXAMINE WINDOW, EXAMINE PICTURE (the portrait comes to life and
tells you that each of ten keys has a word engraved on it and that you must stand by the front door,
hold each key and say the magic word to release each lock), UNLOCK DOOR (using the gold key), S
(into storage room - the door slams shut behind you locking you in), EXAMINE SHELF, GET MOLD,
EXAMINE MOLD, EXAMINE MOOSE head, PULL ANTLERS (a trapdoor opens and you fall to the first floor
cloakroom), S, E, N (to outer space tableau), EXAMINE FIGURE (you notice a magnet), GET MAGNET,
EXAMINE MAGNET (note the hole in the centre - leave the candy wrapper), S, W, U, E, S (African
jungle room), EXAMINE FIGURE (holding an iron key but you must be careful because the scorpions are
real), TIE MAGNET TO THREAD, USE MAGNET (it attaches itself to the iron key which you safely pull
up), DROP MAGNET, EXAMINE IRON key (it has "LOYALTY" engraved on it), N, W, D, E (to large
room), UNLOCK DOOR (using the iron key), E, E, S (to Louisiana swamp - very soon you will be thirsty
so), DRINK (it is foul but will quench your thirst and prevent you from dying), EXAMINE FIGURE, W,
N, W, W (to entry), SAY LOYALTY (the iron key and lock disappear), SAY CHARITY (the gold key and
lock disappear), SAY SINCERITY (the copper key and lock disappear).

U, N (to native hut), EXAMINE FIGURE, GET BOOK, READ BOOK (hints), DROP BOOK, S, S (to graveyard),
EXAMINE HAND, DIG (remember the moviola machine - you find a silver key), GET SILVER key, EXAMINE
SILVER key ("MODESTY" is engraved on it), N, E, N, E (to desert scene), EXAMINE FIGURE,
DIG (you find a steel key), EXAMINE STEEL key (engraved on it is "FRIENDLY"), W, S, W, D
(to entry), SAY MODESTY (the silver key and lock disappear), SAY FRIENDLY (the steel key and lock
disappear).

S, D, S, W (to undersea tableau), EXAMINE FIGURE (you see a knife), GET KNIFE, EXAMINE KNIFE, E, E
(to English village square), EXAMINE FIGURE (leave the hood), W, N, U, N, E, E, E, N (to 1930's
Penitentiary), EXAMINE FIGURE, GET GLOVES, EXAMINE GLOVES, EXAMINE CHAIR, S, W, W, W, U, E, N (to
French Foreign Legion outpost), EXAMINE FIGURE, EXAMINE HOLES (something about them nags at your
mind), PRY BULLETS (using the knife you pry out a handful of slugs made of lead), DROP KNIFE, GET
SLUGS, S, W, D (to entry), S, D, W (to medieval dungeon where there is a hot stone crucible),
EXAMINE FIGURE, EXAMINE FIRE (hot), EXAMINE CRUCIBLE (empty), PUT SLUGS IN CRUCIBLE  (they melt to
molten lead), WEAR GLOVES, GET CRUCIBLE (must be wearing gloves as it is hot), POUR LEAD INTO MOLD
(it cools quickly), EXAMINE MOLD (contains a lead key), GET LEAD key, DROP MOLD, EXAMINE LEAD
(engraved on it is "TOLERANCE"), DROP GLOVES, E, U, N (to entry), SAY TOLERANCE (the lead
key and lock disappear).

E, E (Colonial Village Square), EXAMINE WITCH (leave the watch), EXAMINE STOCKS, E (old west town),
EXAMINE FIGURE (leave the star), PULL LEVER (a brass key falls out), GET BRASS key, EXAMINE BRASS
key ("BRAVERY" is engraved on it), W, W (to large room), EXAMINE display CASE (there is a
chrome key inside), EXAMINE ARMOUR (leave the battleaxe), SMASH CASE (the key falls to the floor but
the suit of armour comes to life and throws you in the dungeon  where you started, again with the
walls closing in on you, but this time the dressing table has splintered and there is an aluminium
key present), GET ALUMINIUM key, UNLOCK DOOR (using the brass key), E (back to medieval dungeon),
EXAMINE ALUMINIUM key (engraved on it is "MERCY"), E, U, N (to entry), SAY MERCY (the
aluminium key and lock disappear), SAY BRAVERY (the brass key and lock disappear), E (to large
room), GET CHROME key, EXAMINE CHROME key ("HONESTY" is engraved on it), W (to entry), SAY
HONESTY (the chrome key and lock disappear).

E, E, N (to lumber mill), EXAMINE FIGURE, GET BRONZE key, EXAMINE BRONZE key (engraved on it is
"FAITHFUL"), S, S (to Early American Plains), EXAMINE FIGURE (leave the tomahawk), N, W, S
(to African village), EXAMINE FIGURE (leave the toothpick), N, W (to entry), SAY FAITHFUL (the last
key and lock disappear and the front door swings open revealing a blinding white light).

You are waking up!  You have done it!
You have escaped from Dr. Death's House of Horrors and have
survived this "Nightmare from the Crypt"



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

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