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INHERENT EVIL: The Haunted Hotel Complete walkthrough Written by: Linda Shaw
& Norma Kuderna Copyright: October 21, 1999 SYSTEM REQUIREMENTS: Headgames, &
Eclipse published and made the game... MINIMUM REQUIREMENTS: Pentium 100 MHz,
Windows 95/98 running in 16 bit color, 16 MB RAM 4x CD-ROM or better,
SoundBlaster compatible sound card, Direct X, Keyboard 100% Microsoft Mouse
driven... 150 MB available Hard Disk space RECOMMENDED SYSTEM REQUIREMENTS:
Pentium 166MHz, Windows 95/98 running in 16 bit color, 32 MB RAM, 8x CD-ROM
drive, SoundBlaster compatible sound card, DirectX compatible video card,
Keyboard 100% Microsoft compatible mouse, 150 MB RAM B availa
-----------------------------------------------------------------------------
Upon receiving a frantic phone call from your brother, the opening leads you
to the Hotel where you find yourself just inside the entrance. I trust you
enjoyed the opening, and the "safety" of being inside. It'll be quite a while
before you can "escape" outside again!
Move towards the counter in the main Lobby. Get the flashlight from the
bottom drawer next to the safe. Note the painting in the cabinet to the left
of the drawers. Dial 911 on the telephone that rests on the counter top, and
choose "report the murder". Listen to the 911 operator!!
Go to the elevator, and press level 1. Turn right upon exiting the elevator,
move forward and note the missing painting and blood on the wall between the
rooms. Turn left, move forward to the door with the police tape on it. Turn
and return to the elevator (see the doors open and close, and listen).
In the Lobby, grab the painting now that is inside the cabinet behind the
counter. Then head back up to the 1st floor and replace the painting. Watch
the short video. Now return to the Lobby and go up the steps on either side.
Find the painting next to the hutch that has hinges. Lower the chandelier
after discovering that the painting hides the controls to the chandelier. You
will see a key fall to the floor in the Lobby. Return to the Lobby floor via
the stairs. Turn and face the elevator, then turn around. Look at the left
front leg of the sofa and get the key. Try the Dining Room doors!
Make your way up to the first floor once again, with the key in your
inventory. Open room 105 and enter. In the room, see the blood on the wall.
Click on the bed and get the diary. Read it! Pick up the phone receiver.
Read the notices on the bulletin board. Turn and look in the bathroom, then
turn to see the kids area of the room. Play (or try to play!) the chess game
puzzle! Turn towards the TV and then find the desk, open the top drawer, and
push the red button. Take the key. Go down to the basement and move R, F, F,
L and see your father! At this point, you have just completed Part 1, and will
be automatically "kicked out" to Windows. You can find the game in your
Program Files, Headgames, Inherent Evil and will be able to click on LOAD,
then on Part 2 - Room 211.
PART 2: Room 211
Ask questions of your father and then explore the basement. There are several
boxes containing items you will either pick up and add to your inventory or
see, and observe. Being by finding the box containing a book titled: Acting
For The Brain Dead", a newspaper clipping, and blocks that spell out D-O-R-K!
Find another box containing a Coffee mug that reads: "BEST DAD EVER", a Wire
Cage of some sort (more on that much later. Just be sure to take that with
you), and another news clip. There is another box that contains insulated
gloves, fake fruit and assorted candles and the like. You cannot take the
gloves at this point, but we'll come back to that briefly.
Find the cabinet underneath the steps that lead down into the basement and get
the fishing pole. Find the circuit breaker switches, and you will see that
you can now pick up the insulated gloves, so get those. Use the insulated
gloves on the circuit breaker wire for the elevators. From this location,
turn left, left/forward towards the air shaft. Do NOT ENTER the air shaft.
Also find a box close to the stairs with a plague and 2 different newspaper
clippings. Exit and go up the stairs. Go to the elevator (that is now
repaired!) and exit on level 3. When you exit the elevator, use the EXIT door
in front of you, go down the steps to 2nd floor. Turn left and look around
and explore the room with the door torn off the hinges. Move to the other
side of the elevator and to room 211. Touch the door! OMG. Then use the
stairs via the EXIT door, return to level 3 and use the elevator to return to
the Lobby.
Find the diary page in the sofa as you exit the elevator. Return to the
basement, move to the rear by the red pipes. Using the fishing pole you will
retrieve the fire extinguisher. Now return to room 211 and use the fire
extinguisher on the lava-like substance. Enter room 211. Note the ParaNormal
Investigator's ID card (leave the money alone!). Check out the suitcase on
the bed, and pick up the symbol that lays inside. Note the diary of events
(spiral) on the small coffee table. Exit the room. At this point, you have
just completed Part 2, and will be automatically "kicked out" to Windows. You
can find the game in your Program Files, Headgames, Inherent Evil and will be
able to click on LOAD, then on Part 3 - The Dark
PART 3: The Dark
On the 3rd level of the Hotel, turn towards the right and see the floating
table move towards you. Note the balloon and the message attached to it.
Click on it. Now re-enter the elevator and take yourself back to the Lobby.
Enter the Dining room, move towards the reservation podium and take the diary
page. Read it. Move forward towards the bar. Look at but don't drink from
the bottle, or do it and see what happens! Move towards the dining area.
Move towards the rear wall with the paintings. Find the table in the right
rear corner. It is most easily done by moving directly towards the rear of
the room (by the paintings), turning left so that you are facing the direction
in which you just came, and you will automatically be "drawn" down to the
table to read a message: "ARE YOU AFRAID OF THE DARK?" From the beginning of
this "puzzle" make the following moves in order to safely exit the dining
room. Move RIGHT, then forward one time. Move your cursor to the right so
that you get a right/forward angle arrow. Put your cursor on the painting in
the far corner and click there. Next, place your cursor on the podium and
move forward. Then click on the light switch. Get the balloon and the key to
room 302.
Exit the Dining room and head for the elevator. Go to the 3rd Floor once
again. Use the key on room 302. Move forward, left towards the end table on
the left side of the bed. Get the key from the bottom drawer and exit to the
Lobby once again.
Go out the back door by the basement. Walk around to the far left corner of
the garden area (there will be what looks like a small garden bed off by
itself). Move closer to that area. Use the key on the hatch. Pull on the
handle. You will need something heavy to hold it up. Enter the Hotel again
and look just to the left of the basement door. Get the board and place it on
the handle part of the trap door that leads down into the pump room in the
garden. Turn the wheel lever clockwise, and move the switch to HIGH. At this
point, you have just completed Part 3, and will be automatically "kicked out"
to Windows. You can find the game in your Program Files, Headgames, Inherent
Evil and will be able to click on LOAD, then on Part 4: The Beast
PART 4: The Beast
Turn around quickly from the trap door and get the steel rod. Use the steel
rod on the door and exit. Check out the empty pool and get the small
piece/symbol in the corner of the bottom. Go to the 2nd floor and to room
211. Look on the top shelf of the closet and get the crowbar. Exit the room,
exit the floor up to 3 and go to Level 4. Use the crowbar on the elevator
shaft. Then use the fire hose behind the big plant. Enter the shaft. Find
and pick up the screwdriver behind the metal bar. Exit the elevator shaft,
and go down to level 3. Get the bootdisk off the floor sticking out beneath
the nightstand on the right side of the bed. Return to the Lobby. In the
Lobby, use the bootdisk on the computer on the counter. Look at the 3D Draft
and place your mouse cursor on the ventilation shafts until you hear him say
something about the vent on the first floor. Go to the first floor, turn left
and head towards the end of the hallway. Turn right and note the air vent.
Zoom in using the EYE on the air vent. Using your screwdriver, open the air
vent and enter. You will be in the Kitchen. Quickly, and without wasting any
time, grab the cutting board off the counter on the right side. Use the
cutting board with each knife that the Beast throws at you. Now turn and look
under the sink. In the drawers there is a diary page. Get that and read it.
Get the key in the other drawers. Exit the kitchen and go to the
Ballroom.....be ready! At this point, you have just completed Part 4, and will
be automatically "kicked out" to Windows. You can find the game in your
Program Files, Headgames, Inherent Evil and will be able to click on LOAD,
then on Part 5: The Severed
Part 5: The Severed
Turn L and go behind the stage curtains. Move forward towards the trap door
on the floor. Enter the trap door and find and get the key in the dresser
drawer and the comb. (the key is to room 308). Look in the top left shelf of
the closet area before going back up. Get the Alarm Clock.
Exit the trap door, turn around and zoom in on the lower left side of the
black curtains. Set the Alarm Clock there. Turn around and run out
(automatic sequence follows that takes you up to the balcony area). Click on
the chandelier base. Get the symbol piece when the Beast dies. Exit the
doors on the top and go to the elevator, to the 3rd floor.
Use the key to room 308. Enter, and move forward towards the bathroom. Turn
L and zoom in on the note (Seen Frank lately?). Zoom in on the end table,
open the drawer (diary page), and get the key to room 310 under the end table.
Leave room 308, and unlock room 310. Enter 310. Zoom in on the hutch. The
Radio is set at 104 FM and 100AM. Look in the bathroom and on the mirror.
You will see arrows pointing in the following directions: R, L, L, R, L, R,
L. (see graphic below)
However, this is a MIRROR IMAGE, so the directions are actually: L, R, R, L,
R, L, R. As you exit into the hallway and face down the main hall you will
see another automatic sequence of a ghost women pointing to room 301. For
now, leave this area and return to the Ballroom trap door. Enter this room
and click on the mirror. Note the dagger on the stand. Get that. Now note
the keyhole looking device on the other stand. Make sure you notice the
colored lights above. There are 3 sets of lights: RED, BLUE, RED, and RED,
RED, BLUE, and BLUE, RED, RED. Use the dagger in the keyhole for each of
those colors, in the ORDER above. In other words...insert the dagger in the
keyhole that has the RED, BLUE, RED lights above it. Then insert the dagger
in the keyhole that has the RED, RED, BLUE lights above it, and finally,
insert the dagger in the keyhole with the BLUE, RED, RED lights above it. Get
the the symbol piece for the device, and leave to room 301. Inside this room,
things will quickly turn dark, and green! Following the MIRROR IMAGE clues:
L, R, R, L, R, L, R. make your way through the room without getting killed.
Exit the room and enter Part 6, The Maze! At this point, you have just
completed Part 5, and will be automatically "kicked out" to Windows. You can
find the game in your Program Files, Headgames, Inherent Evil and will be able
to click on LOAD, then on Part 6: The Maze
Part 6: The Maze
Go through the middle purple door and you will see the floating tv's. They
will help you by giving you four colors representing the doors that you need
to go through. Click ok.
Go F, R, F, L, then enter the first RED door. Go R, F, R, F, F, F, R, F, F,
R, F, F, R, F, L and enter the WHITE door. Turn R to enter the BROWN door.
Go L, F, L to enter the PURPLE door you will see the flying tv sets again.
YOUR MOTHER IS WAITING FOR YOU
Click ok. Go R, F, L, F, L, F through a YELLOW door, then F, F, F, L, F, R, F
through another YELLOW door. To the brown door go L, F, F, F, R, F, F, R, F,
L, F go through the brown door and turn around to go through the PURPLE door.
Go F, R, F, L, F, F, F, through the BLUE door. Turn around and go through the
WHITE door. Talk with mother and get the bait for the golden dragon fly. Turn
around and enter the red door. You will see more floating tv's.
Go F, L, F, F, L, F, F, L, F, F, F, L, F to the ORANGE door. Go R, R, F, F,
F, F, L, F, R, F, F through the RED door. Go F, R, F, F, L, F, F to the
YELLOW door. Go L, F, F, F, L, F, F, L, F, L, F to the WHITE door. Go F, F,
R, F, L to the BLUE door. Turn R to the GREEN door. Go F, F, F, F, F, L to
the PINK door. If you don't see a tv with a picture of a red door with horns
on each side then turn around and go through the orange door again. Turn R,
F, F, F, F, L, F, R, F, F to go through the RED door. Repeat the as listed
above. For some reason I have had to repeat this part twice. Sometimes it
works the first time but not always. After you see the tv with the red door
with the horns Go...F, F, R, F, L, F, F, R, F, F, to the RED door with HORNS.
The game will take you back to the Hotel and you will be outside. Go in the
door that says ENTER. At this point, you have just completed Part 6, and will
be automatically "kicked out" to Windows. You can find the game in your
Program Files, Headgames, Inherent Evil and will be able to click on LOAD,
then on Part 7: Gerald
Part 7: Gerald
Frank was calling from a window on the 2nd floor. Check it out!
When you get to the 2nd floor turn left and go into the open room. There is
no one at the window, but when you turn around you will notice blood on the
floor. Click on the bloody foot print.
Go to the 3rd floor and check out room 310 again. There is a red box in that
cabinet with a combination lock. Look at the radio for a hint. Take the tool
from the red box. Looks like it might be useful in the basement.
Go to the basement and use it to turn off the gas for the furnace. Go inside
and pick up the wrench.
Go to the kitchen and use the wrench on the pipes under the sink. You will get
a key to room 209.
Back to the 2nd floor. Use that key to enter the room and then click on that
blue box. Read the sign and HOLD ON TIGHT!
After everything calms down you can look in the box and get the diary page and
another part to the seal. Leave the room and you will walk into Frank's
ghost. At this point, you have just completed Part 7, and will be
automatically "kicked out" to Windows. You can find the game in your Program
Files, Headgames, Inherent Evil and will be able to click on LOAD, then on
Part 8: Closure
Part 8: Closure
This walkthrough will be updated frequently.
This document may be freely distributed by any means as long as the context is
not altered in any way and reference/links are provided to this site.
Copyright 10/22/99 - Linda Shaw & Norma Kuderna.
Let us know what you think of the walkthrough. Click here. Modified October
21, 1999 @ 4:25am CST.
Background music is titled: The Haunting (appropriate for this game, don't you
think?
& Norma Kuderna Copyright: October 21, 1999 SYSTEM REQUIREMENTS: Headgames, &
Eclipse published and made the game... MINIMUM REQUIREMENTS: Pentium 100 MHz,
Windows 95/98 running in 16 bit color, 16 MB RAM 4x CD-ROM or better,
SoundBlaster compatible sound card, Direct X, Keyboard 100% Microsoft Mouse
driven... 150 MB available Hard Disk space RECOMMENDED SYSTEM REQUIREMENTS:
Pentium 166MHz, Windows 95/98 running in 16 bit color, 32 MB RAM, 8x CD-ROM
drive, SoundBlaster compatible sound card, DirectX compatible video card,
Keyboard 100% Microsoft compatible mouse, 150 MB RAM B availa
-----------------------------------------------------------------------------
Upon receiving a frantic phone call from your brother, the opening leads you
to the Hotel where you find yourself just inside the entrance. I trust you
enjoyed the opening, and the "safety" of being inside. It'll be quite a while
before you can "escape" outside again!
Move towards the counter in the main Lobby. Get the flashlight from the
bottom drawer next to the safe. Note the painting in the cabinet to the left
of the drawers. Dial 911 on the telephone that rests on the counter top, and
choose "report the murder". Listen to the 911 operator!!
Go to the elevator, and press level 1. Turn right upon exiting the elevator,
move forward and note the missing painting and blood on the wall between the
rooms. Turn left, move forward to the door with the police tape on it. Turn
and return to the elevator (see the doors open and close, and listen).
In the Lobby, grab the painting now that is inside the cabinet behind the
counter. Then head back up to the 1st floor and replace the painting. Watch
the short video. Now return to the Lobby and go up the steps on either side.
Find the painting next to the hutch that has hinges. Lower the chandelier
after discovering that the painting hides the controls to the chandelier. You
will see a key fall to the floor in the Lobby. Return to the Lobby floor via
the stairs. Turn and face the elevator, then turn around. Look at the left
front leg of the sofa and get the key. Try the Dining Room doors!
Make your way up to the first floor once again, with the key in your
inventory. Open room 105 and enter. In the room, see the blood on the wall.
Click on the bed and get the diary. Read it! Pick up the phone receiver.
Read the notices on the bulletin board. Turn and look in the bathroom, then
turn to see the kids area of the room. Play (or try to play!) the chess game
puzzle! Turn towards the TV and then find the desk, open the top drawer, and
push the red button. Take the key. Go down to the basement and move R, F, F,
L and see your father! At this point, you have just completed Part 1, and will
be automatically "kicked out" to Windows. You can find the game in your
Program Files, Headgames, Inherent Evil and will be able to click on LOAD,
then on Part 2 - Room 211.
PART 2: Room 211
Ask questions of your father and then explore the basement. There are several
boxes containing items you will either pick up and add to your inventory or
see, and observe. Being by finding the box containing a book titled: Acting
For The Brain Dead", a newspaper clipping, and blocks that spell out D-O-R-K!
Find another box containing a Coffee mug that reads: "BEST DAD EVER", a Wire
Cage of some sort (more on that much later. Just be sure to take that with
you), and another news clip. There is another box that contains insulated
gloves, fake fruit and assorted candles and the like. You cannot take the
gloves at this point, but we'll come back to that briefly.
Find the cabinet underneath the steps that lead down into the basement and get
the fishing pole. Find the circuit breaker switches, and you will see that
you can now pick up the insulated gloves, so get those. Use the insulated
gloves on the circuit breaker wire for the elevators. From this location,
turn left, left/forward towards the air shaft. Do NOT ENTER the air shaft.
Also find a box close to the stairs with a plague and 2 different newspaper
clippings. Exit and go up the stairs. Go to the elevator (that is now
repaired!) and exit on level 3. When you exit the elevator, use the EXIT door
in front of you, go down the steps to 2nd floor. Turn left and look around
and explore the room with the door torn off the hinges. Move to the other
side of the elevator and to room 211. Touch the door! OMG. Then use the
stairs via the EXIT door, return to level 3 and use the elevator to return to
the Lobby.
Find the diary page in the sofa as you exit the elevator. Return to the
basement, move to the rear by the red pipes. Using the fishing pole you will
retrieve the fire extinguisher. Now return to room 211 and use the fire
extinguisher on the lava-like substance. Enter room 211. Note the ParaNormal
Investigator's ID card (leave the money alone!). Check out the suitcase on
the bed, and pick up the symbol that lays inside. Note the diary of events
(spiral) on the small coffee table. Exit the room. At this point, you have
just completed Part 2, and will be automatically "kicked out" to Windows. You
can find the game in your Program Files, Headgames, Inherent Evil and will be
able to click on LOAD, then on Part 3 - The Dark
PART 3: The Dark
On the 3rd level of the Hotel, turn towards the right and see the floating
table move towards you. Note the balloon and the message attached to it.
Click on it. Now re-enter the elevator and take yourself back to the Lobby.
Enter the Dining room, move towards the reservation podium and take the diary
page. Read it. Move forward towards the bar. Look at but don't drink from
the bottle, or do it and see what happens! Move towards the dining area.
Move towards the rear wall with the paintings. Find the table in the right
rear corner. It is most easily done by moving directly towards the rear of
the room (by the paintings), turning left so that you are facing the direction
in which you just came, and you will automatically be "drawn" down to the
table to read a message: "ARE YOU AFRAID OF THE DARK?" From the beginning of
this "puzzle" make the following moves in order to safely exit the dining
room. Move RIGHT, then forward one time. Move your cursor to the right so
that you get a right/forward angle arrow. Put your cursor on the painting in
the far corner and click there. Next, place your cursor on the podium and
move forward. Then click on the light switch. Get the balloon and the key to
room 302.
Exit the Dining room and head for the elevator. Go to the 3rd Floor once
again. Use the key on room 302. Move forward, left towards the end table on
the left side of the bed. Get the key from the bottom drawer and exit to the
Lobby once again.
Go out the back door by the basement. Walk around to the far left corner of
the garden area (there will be what looks like a small garden bed off by
itself). Move closer to that area. Use the key on the hatch. Pull on the
handle. You will need something heavy to hold it up. Enter the Hotel again
and look just to the left of the basement door. Get the board and place it on
the handle part of the trap door that leads down into the pump room in the
garden. Turn the wheel lever clockwise, and move the switch to HIGH. At this
point, you have just completed Part 3, and will be automatically "kicked out"
to Windows. You can find the game in your Program Files, Headgames, Inherent
Evil and will be able to click on LOAD, then on Part 4: The Beast
PART 4: The Beast
Turn around quickly from the trap door and get the steel rod. Use the steel
rod on the door and exit. Check out the empty pool and get the small
piece/symbol in the corner of the bottom. Go to the 2nd floor and to room
211. Look on the top shelf of the closet and get the crowbar. Exit the room,
exit the floor up to 3 and go to Level 4. Use the crowbar on the elevator
shaft. Then use the fire hose behind the big plant. Enter the shaft. Find
and pick up the screwdriver behind the metal bar. Exit the elevator shaft,
and go down to level 3. Get the bootdisk off the floor sticking out beneath
the nightstand on the right side of the bed. Return to the Lobby. In the
Lobby, use the bootdisk on the computer on the counter. Look at the 3D Draft
and place your mouse cursor on the ventilation shafts until you hear him say
something about the vent on the first floor. Go to the first floor, turn left
and head towards the end of the hallway. Turn right and note the air vent.
Zoom in using the EYE on the air vent. Using your screwdriver, open the air
vent and enter. You will be in the Kitchen. Quickly, and without wasting any
time, grab the cutting board off the counter on the right side. Use the
cutting board with each knife that the Beast throws at you. Now turn and look
under the sink. In the drawers there is a diary page. Get that and read it.
Get the key in the other drawers. Exit the kitchen and go to the
Ballroom.....be ready! At this point, you have just completed Part 4, and will
be automatically "kicked out" to Windows. You can find the game in your
Program Files, Headgames, Inherent Evil and will be able to click on LOAD,
then on Part 5: The Severed
Part 5: The Severed
Turn L and go behind the stage curtains. Move forward towards the trap door
on the floor. Enter the trap door and find and get the key in the dresser
drawer and the comb. (the key is to room 308). Look in the top left shelf of
the closet area before going back up. Get the Alarm Clock.
Exit the trap door, turn around and zoom in on the lower left side of the
black curtains. Set the Alarm Clock there. Turn around and run out
(automatic sequence follows that takes you up to the balcony area). Click on
the chandelier base. Get the symbol piece when the Beast dies. Exit the
doors on the top and go to the elevator, to the 3rd floor.
Use the key to room 308. Enter, and move forward towards the bathroom. Turn
L and zoom in on the note (Seen Frank lately?). Zoom in on the end table,
open the drawer (diary page), and get the key to room 310 under the end table.
Leave room 308, and unlock room 310. Enter 310. Zoom in on the hutch. The
Radio is set at 104 FM and 100AM. Look in the bathroom and on the mirror.
You will see arrows pointing in the following directions: R, L, L, R, L, R,
L. (see graphic below)
However, this is a MIRROR IMAGE, so the directions are actually: L, R, R, L,
R, L, R. As you exit into the hallway and face down the main hall you will
see another automatic sequence of a ghost women pointing to room 301. For
now, leave this area and return to the Ballroom trap door. Enter this room
and click on the mirror. Note the dagger on the stand. Get that. Now note
the keyhole looking device on the other stand. Make sure you notice the
colored lights above. There are 3 sets of lights: RED, BLUE, RED, and RED,
RED, BLUE, and BLUE, RED, RED. Use the dagger in the keyhole for each of
those colors, in the ORDER above. In other words...insert the dagger in the
keyhole that has the RED, BLUE, RED lights above it. Then insert the dagger
in the keyhole that has the RED, RED, BLUE lights above it, and finally,
insert the dagger in the keyhole with the BLUE, RED, RED lights above it. Get
the the symbol piece for the device, and leave to room 301. Inside this room,
things will quickly turn dark, and green! Following the MIRROR IMAGE clues:
L, R, R, L, R, L, R. make your way through the room without getting killed.
Exit the room and enter Part 6, The Maze! At this point, you have just
completed Part 5, and will be automatically "kicked out" to Windows. You can
find the game in your Program Files, Headgames, Inherent Evil and will be able
to click on LOAD, then on Part 6: The Maze
Part 6: The Maze
Go through the middle purple door and you will see the floating tv's. They
will help you by giving you four colors representing the doors that you need
to go through. Click ok.
Go F, R, F, L, then enter the first RED door. Go R, F, R, F, F, F, R, F, F,
R, F, F, R, F, L and enter the WHITE door. Turn R to enter the BROWN door.
Go L, F, L to enter the PURPLE door you will see the flying tv sets again.
YOUR MOTHER IS WAITING FOR YOU
Click ok. Go R, F, L, F, L, F through a YELLOW door, then F, F, F, L, F, R, F
through another YELLOW door. To the brown door go L, F, F, F, R, F, F, R, F,
L, F go through the brown door and turn around to go through the PURPLE door.
Go F, R, F, L, F, F, F, through the BLUE door. Turn around and go through the
WHITE door. Talk with mother and get the bait for the golden dragon fly. Turn
around and enter the red door. You will see more floating tv's.
Go F, L, F, F, L, F, F, L, F, F, F, L, F to the ORANGE door. Go R, R, F, F,
F, F, L, F, R, F, F through the RED door. Go F, R, F, F, L, F, F to the
YELLOW door. Go L, F, F, F, L, F, F, L, F, L, F to the WHITE door. Go F, F,
R, F, L to the BLUE door. Turn R to the GREEN door. Go F, F, F, F, F, L to
the PINK door. If you don't see a tv with a picture of a red door with horns
on each side then turn around and go through the orange door again. Turn R,
F, F, F, F, L, F, R, F, F to go through the RED door. Repeat the as listed
above. For some reason I have had to repeat this part twice. Sometimes it
works the first time but not always. After you see the tv with the red door
with the horns Go...F, F, R, F, L, F, F, R, F, F, to the RED door with HORNS.
The game will take you back to the Hotel and you will be outside. Go in the
door that says ENTER. At this point, you have just completed Part 6, and will
be automatically "kicked out" to Windows. You can find the game in your
Program Files, Headgames, Inherent Evil and will be able to click on LOAD,
then on Part 7: Gerald
Part 7: Gerald
Frank was calling from a window on the 2nd floor. Check it out!
When you get to the 2nd floor turn left and go into the open room. There is
no one at the window, but when you turn around you will notice blood on the
floor. Click on the bloody foot print.
Go to the 3rd floor and check out room 310 again. There is a red box in that
cabinet with a combination lock. Look at the radio for a hint. Take the tool
from the red box. Looks like it might be useful in the basement.
Go to the basement and use it to turn off the gas for the furnace. Go inside
and pick up the wrench.
Go to the kitchen and use the wrench on the pipes under the sink. You will get
a key to room 209.
Back to the 2nd floor. Use that key to enter the room and then click on that
blue box. Read the sign and HOLD ON TIGHT!
After everything calms down you can look in the box and get the diary page and
another part to the seal. Leave the room and you will walk into Frank's
ghost. At this point, you have just completed Part 7, and will be
automatically "kicked out" to Windows. You can find the game in your Program
Files, Headgames, Inherent Evil and will be able to click on LOAD, then on
Part 8: Closure
Part 8: Closure
This walkthrough will be updated frequently.
This document may be freely distributed by any means as long as the context is
not altered in any way and reference/links are provided to this site.
Copyright 10/22/99 - Linda Shaw & Norma Kuderna.
Let us know what you think of the walkthrough. Click here. Modified October
21, 1999 @ 4:25am CST.
Background music is titled: The Haunting (appropriate for this game, don't you
think?