The game consists of puzzles scattered across different rooms and treasure hunt riddles provided by the GameBook. Solving puzzles and riddles opens up larger portions of the house.
1.
Winter coat worn for a mixer?
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Tonic water from the mantlepiece in the library.
2.
Rolling rock, bottle cap.
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Cork from the fallen champagne bottle in Brian Dutton’s room
3.
Artsy, excited lecher.
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Satyr painting in the gallery.
4.
A heart attack could put you in the ground.
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Globe in the library.
5.
BattleGround.
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Medicine tablet in the laboratory.
6.
Bars deter cuckoo bird.
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Robin in the tree painting in the foyer.
7.
Modern art flourishes under the sun.
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Painting puzzle in the gallery.
8.
SkedAddled.
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Desk in the library.
9.
Part of the body examined in the doctor’s office.
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Torso in the gallery.
10.
Libation for an affectionate puppy called Sounder.
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Champagne bottle in Brian Dutton’s room.
11.
Animal sullied street.
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Setter on the painting of dogs playing poker in the game room.
12.
Jfcr vx qctf,
Zay rm umy kcytd.
E dcgf dcurb keyd kdetd ym wmauy,
Zay dcgf um tjmytd.
E dcgf um iflb cur xfy E jau
Eq kf kfjf jficyfr
Xma’r zf ydf bmu mq vx bmu.
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Grandfather clock in the foyer.
13.
Zu gotdy od mpy nrmy stpimf.
Zu drvpmf zrsmd
Aogy jrt iq
Pt
Viy jrt yp yjr htpimf.
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Razor in the bathroom.
14.
Fruit loop on stove.
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Orange on the painting in the dining room.
15.
Dreams about of arming the rebels. What of nocturnal horses’ schedules?
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Painting over the fireplace in Edward Knox’ room.
16.
A distant, ancient Castle Keep
This famous Prince a place to sleep
To sleep, perchance to dream
Of an upset teagarden indochine.
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Dog painting in the library.
17.
A man-horse on the fly
Sounds like
A wounded bull’s eye.
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Winged statue in the chapel.
18.
Put an olive in a stein, mix it up, and get the equivalent of a fool’s London subway. [+]
Television in Brian Dutton’s room.
19.
A vital, instrumental part.
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Organ in the chapel.
20.
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White rook in the attic.
21.
Light piece from a great orchestra.
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Torch in the chapel.
22.
Cheesy gadget that sounds larger.
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Cheese grater in the kitchen.
23.
500 = 100 = 0
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The 7th Guest CD-ROM in the laboratory.
24.
Blend a TEAPOT SHOT and the pearlies won’t rot.
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Toothpaste in the bathroom.
25.
Slyness holding shipment in choppe?
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Guillotine in Hamilton Temple’s room.
26.
Poor drainage could still produce a flower.
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Flower painting on the upstairs landing.
27.
Sounds like it got higher from wine.
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Rose in the vase in Martine Burden’s room.
28.
What kind of jewelry is angrier?
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Earring on the vanity table in Julia Heine’s room.
29.
You might hear a well-mannered red Cockney with a 60’s hairstyle.
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Honeycomb in the room at the top.
30.
Instrument is sharp, but is missing its head.
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Harp in the music room.
31.
A defective truck with a crane makes for a ball-busting ballet.
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Nutcracker in the upstairs landing.
32.
Look at key missing first imprinted label.
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Eyeball on the pool table in the game room.
33.
Disabled cutting edge.
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Knife in the bed in Hamilton Temple’s room.
34.
Unreasonable reason.
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Train in the attic.
35.
Paper used in unusual theses.
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Bedsheets in Martine Burden’s room.
36.
Adroit holding a sharp instrument.
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Cleaver in the kitchen.
37.
A desserted Anthropod.
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Dessert tray in the dining room.
38.
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Lion statue in the upstairs landing.
39.
Drink left at sea.
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Glass on the nightstand in Edward Knox’ room.
40.
Snake, baby, trap.
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Rattle in the nursery.
41.
A letter from Greece is quite a number in Rome.
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Number XI on the clokc face of the clock in the foyer.
42.
This eight letter word has kst in the middle, in the beginning, and at the end.
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Inkstand on the desk in the library.
Exchange the positions of the black and white knights, so that the white knights are on the tiles with the white knigth symbol, and the black knights are on the tiles with the black knight symbol.
[+] A1-B3-D2-B1-C3
C2-A1-B3-D2-B1
B4-C2-A1-B3-D2
C1-B3-A1-C2-B4
D2-B3-A1-C2
B1-D2-B3-A1
C3-B1-D2-B3-C1
A1-B3-D2-B1
C2-A1-B3-D2
C1-B3-A1-C2
D2-B3-A1
B1-D2-B3-C1
Arrange the books by color, so that the four green books and the four red books are grouped separately. Each action moves two adjacent books to the two empty spots. You can only make 4 moves.
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Separate the buttons into two groups of the same value. Only certain combinations work, which possibly have something to do with symmetry.
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Push down the first five buttons on the top row and the first three buttons on the second row.
Lead the mouse to the rightmost entrance by placing maze pieces. Prevent the AI from moving the mouse to the leftmost entrance. There is no set solution to this puzzle, and it relies heavily on luck.
You and the AI take turns selecting pieces on the painting. Each time a piece is selected, the piece and all adjacent pieces are blocked. Make sure you are the last one to select a piece.
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There are multiple ways to win, but this is one of them that only relies on one choice of the AI. It may take a few tries to get the AI to choose this way, however.
Select all the billiard balls in order. Whenever you select one of the balls, your next choice is restricted, depending on the ball you just selected.
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Exchange the positions of the brown and the white spiders. You have a limited number of moves.
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Move 2-7, then 8-5-2, then 6-3-8-5, then 4-1-6-3-8, then 7-4-1-6, then 2-7-4, then 5-2.
Reconstruct the sliding tile mirror puzzle. Note that the puzzle is not always solvable.
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Build a path that connects all three sides of the triangle before the AI does.
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A good strategy is to start somewhere in the middle and mimic the AI’s strategy of coloring tiles two tiles apart so that you always have two ways to finish the path. Only close such a path when the AI tries to block it.
Use the train set to rearrange the word FAUST into STAUF.
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First, move all letters to one of the double tracks. Then move them to the other double tracks to spell FAUST again, but on one of the double tracks.
Move the F and the A to the end of the line. Move the other letters (U, S, T) to the other track. Then add the A to the other group of letters, which will now spell ATSU.
Move the ATSU group to the other double track to spell USTA. Move the U next to the F.
Move the STA letters to the other track to spell ATS. Then move them all to the end of the line to spell STAUF.
Move the plates to make 5 stacks of 2 plates on each of the points of the pentagram. Each plate may only be moved once, and each plate must pass over exactly 2 other plates.
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Move plate 6 onto plate 9.
Move plate 4 onto plate 1.
Move plate 8 onto plate 3.
Move plate 10 onto plate 7.
Move plate 2 onto plate 5.
Make a path from the red square with the arrow to the square with the black arrow.
Each number can be set to one of 8 directions once, and only one number can be set to each direction.
That is, once you set number 4 to east, whenever you land on a square with 4 pips, you will move east.
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Move north. Associate 4 pips with north, 3 with northeast, 6 with southeast, 1 with east, and 5 with south.
Spell out words from the piramids. Subsequent letters must be adjacent, but all outside letters are considered adjacent.
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The words spell UNINTENTIONALLY and STRAIGHTFORWARD.
Rotate and swap the gems until adjacent quadrants have the same colour.
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Win the game by having more cells of your color.
Move the piano piece off the board to the right.
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Begin by moving the table piece to the bottom right corner and the piano to the bottom left.
Then swap the couch in the top left with two chairs.
Then move those chairs behind the piano so it can move two spaces towards the exit.
Now move the piano to the top of the field.
Finally, use the chairs to move the table out of the way. Now the piano can be moves out of the room.
Play connect 4 against the AI.
Exchange the black and white bishops without them ever threatening one another.
[+] B1-C2
B5-C4
C2-A4
C4-D3
D5-A2
A2-B1
A4-B3B3-D5D1-B3
D3-B5
B1-D3
B3-A2
D3-C2
C2-D1
B5-A4
A2-C4
Connect 5 of your own pieces, or capture 5 pieces of the AI.
Whenever 2 pieces are blocked on both sides by a piece of the opponent, the pieces are captured and removed from the board.