Key & Compass presents:
The House
by Jazz Remington

The House is a Z-machine text adventure game written with Inform 7 and is © 2007 by Jazz Remington (aka solidex).

In this small text adventure, you play as someone who enters an abandoned house on a whim, only to be trapped inside by a restless spirit. Can you figure out what the spirit wants and banish him?

This solution is by David Welbourn, and is based on Release 1 of the game.


d d u u Kitchen Cellar BasementStorageRoom DiningRoom GuestBedroom HallwayCloset EntryCloset Entry LivingRoom PlayRoom WestHallway EastHallway Bathroom Outdoors BoysBedroom MasterBedroom


You must read Mysterious Mysteries and Strange Happenings article snipplet.docx to understand what exactly you're trying to do in this game: put the spirit's remains, the murder weapon, and a picture of the spirit when alive in a location that it has a strong emotional attachment to.


> verbose.

> x flashlight. take it. (+5)

There's a bug in the program that lets you leave the house at any time, ending the game in victory, even if you haven't done anything. Pretend the front door is locked, okay?

> x door.

> w.

Entry Closet

The author can't decide if the coat's gray or grey.

> x coats. x red coat. x grey coat.

> x black coat. x white coat.

> open pocket. take key. (+5)

> x shoes.

We're going to search the entire upstairs next and save the rest of the ground floor for later.

> e. u. n.

Guest Bedroom

> x bed. x dresser. open drawer.

> open top. x gold key. take it. (+5)

> open middle. open bottom.

> take four. (+5) read it.

> s. e. n.

Hallway Closet

Hmph. Empty room.

> s. e.


> x bathtub. look in it. take two. (+5) read it.

> x sink. x fuzz. x toilet.

> w.

East Hallway

> x door. unlock door with brass key.

> open door. s.

Master Bedroom

> x picture. take it. (+5)

> x bed. x desk. x dresser.

> x bookcase. x book. take it. (+5)

> open book. (+5; find an iron key and discard the book.)

> n. w. s.

Boys Bedroom

> take three. (+5) read it.

> x left bed. x right bed.

> x left dresser. open it. (stuck)

> x right dresser. open it. (stuck)

> x left chest. open it. look in it. (empty)

> x right chest. open it. look in it. (empty)

> n. w.

Play Room

Nothing in this room, but you feel a presence.

> e. d. e.

Living Room

> x couch. x table. x clock. ("5:55")

> open clock. (Locked.)

> unlock clock with gold key. open clock.

> x knife. take it. (+5)

> w. n.

Dining Room

> x table. x bowl. x plate. x silverware.

> x paintings. x portrait. ("Trilby, 2003-2007")

> n.


> x oven. look in oven.

> x ashes. take it. (+5)

> take journal. (+5) x it.

> x refrigerator. open it. (Stuck.)

> open back door. open trap door. (Both locked.)

> x counter. x knives. (One knife is missing.)

> x crates. (Not boxes.)

> unlock trap door with iron key. open it.

> d. e.

Basement Storage Room

Oddly, even though you needed a hidden key to get here, there's nothing of interest.

> x shelves. x boxes. x bins.

Head back up to the play room and finish this:

> w. u. s. s. u. w.

Play Room

Based on the info in the .doc file:

> drop ashes. drop knife. drop picture. (+20; all three items vanish.)

> look. e. d.


> x door. (It's open.)

> s. (+20)

*** You have won ***



This is very much a solo adventure, but everything is about the family who used to live in this house in 1899.



You have so far scored your-score out of a possible 100, in several turns.

Thank You to my Patreon supporters

This walkthrough was funded via Patreon with