House of Hell

House of Hell

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"House Of Hell" Walkthru & Complete Achievements/Artwork Guide
由 Analand Sorceress 制作
A walkthru of Tin Man Games "House Of Hell".
   
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Intro.
It's Fighting Fantasy meets Hammer-horror in this adventure.
This time you are not a sword-wielding, spell-casting heroine but an ordinary mortal on earth. You are stranded late at night when your car crashes in the remote countryside, during a violent storm. But then you notice a flickering light at an old house nearby. What a stroke of luck. Or is it?
You discover too late that the dangers of the storm are nothing compared to the horrors that exist within the haunted house. You must destroy the evil in the house before you can escape to freedom.
Tonight is gonna be a night to remember....
Stats.
This game has a new mechanic: Fear score. At certain times when you get a fright you collect fear point(s). If you reach your maximum fear score you die of terror there and then!

The game is not too bad on the stats.
Unlike Ian Livingstone's books, which tended to be combat-heavy, this is a classic Steve Jackson title, with the emphasis on puzzle-solving. The final battle looks tough at first, but you get a huge boost to your attack strength if you find a certain weapon.
The real challenge on this one is finding the exact route to success. There is very little room for error. Most of the rooms are just tricks/traps to raise your Fear score or reduce your Stamina, but If you miss something, that's it, you're done for. There are several items to be found, which in turn require you to find info/items to get them.

Stats are calculated slightly differently in this game:
Medium mode: Sk= 1d6 +6, St= 2d6 +24, Lu= 1d6 +6, Fear= 1d6 +9
Hardcore Hero: *Sk= 1d6 +6, St= 2d6 +12, Lu= 1d6 +6, Fear= 1d6 +6

* In Hardcore Hero mode your attack strength is reduced by 3 from the start until you find a WEAPON. If you have to make a skill test it is calculated as usual.

The only absolute requirement is that you're gonna need a maximum Fear score of at least 9 to succeed (10 if you include the ASMODEUS room) even on the this playthru.

There are 30 Steam achievements for this game. Some of them are completed during the winning walkthru and are marked in bold type where they occur. The remainder require different choices and are described in a separate chapter later in this guide.

There are 30 artworks to collect. Again, some of these are found during the winning walkthru and are marked in bold type where they occur. The remainder require different choices and are described in a separate chapter at the end of this guide.
Arrival.
(This game has a nice, easy intro. No tough battles straight off the bat here....)
Artwork #5
Creep round the house to investigate.
Go round to see if you can see anything at this window.
Continue round the house.
Artwork #26
Listen for a little longer.
Then, return to the front door and use the door knocker.

Study the paintings.
The middle-aged, portly gentleman.
Look at another painting. +1 fear, + info
Artwork #17
Wait to see what happens.
Artwork #29
Relax and drink the brandy. -1 fear
Red wine.
Choose lamb or duck. (Either choice is ok, but you must eat something.)
Fruit, coffee & brandy.
Upstairs.
(You are in the ERASMUS room.)
Hang out your clothes and climb into bed.
Try to break down the door. -2 sta
You feel the door is too strong and don't try again.
Hide behind the door.
Artwork #16
Attack him. Hunchback: Sk 7 St 9 (Reduce him to 4 sta or less. Use one luck test to help.)
Force him to answer your questions.
Ask about the people in the house. + info
Go left.

Enter the AZAZEL room.
Artwork #23
Investigate further.
Examine liquid vials.
Yellow. (You will lose no stamina for your next two injuries.)
You approached from the right.

Ignore the MEPHISTO room and head towards two doors in the corner of the landing.

Ignore the BALTHUS room, but go thru other door.

Ignore the DIABOLUS room and investigate window. + info: "Mordana in ABADDON"

Try the unmarked door.
Search the shelves. +WEAPON, + garlic
Ignore the liquid and return to landing.

Ignore the second unmarked door and continue along the landing.

Turn left into the passageway.
Ignore the EBLIS room.

(The ASMODEUS room is for completionists. You can theoretically ignore it, saving 1 fear point, and still complete the game. It means you won't know the significance of the Kris knife, altho you can still use it in the final battle.
If you wish to ignore this room, follow the passageway. Then, ignore the SHAITAN room, the MAMMON room and the unmarked door and return to the landing at *** below.)


Enter the ASMODEUS room. +1 fear
Artwork #22
Fight white-haired man: Sk 7 St 9 (Win one attack round.)
Hold up your hands.
How can you convince him?
How can you defeat the master? + info
Follow him out.
Continue back towards the landing.

***
Ignore the TUTTIVILLUS room and follow the passageway round.

Try the unmarked door.
Investigate the bedside table.
Eat the snack. +4 sta, +1 luck
Leave the room.

Ignore the BELIAL room and enter the ABADDON room.
Walk over and wake her up. +2 fear
Artwork #2
Wait to see what happens.
Ask her for information.
Fight two great danes: Sk 7 St 6 & Sk 6 St 6
Remain to search.
Ask about secret rooms.
Yes, you know her name. (Mordana)
You asked about secret rooms. +info
Downstairs.
Try the door on the left.
Have a tipple from the decanter. +3 sta, + hip-flask of brandy
Examine the fireplace.
See what lies behind the wooden face.
Artwork #6
Try another approach.
Move slowly back towards the window.
Steam Achievement: Rangdo Logic
Press it.
+ 1 fear

Luck test. Pass: ok, Fail: -1 skill
Hide behind the door.
Step forward and announce yourself.
You have met him before.
Jog his memory.
Offer him a drink of brandy. + password clue
Steam Achievement: Hic! Esmeralda

Follow the passageway. +1 fear
Hide under the stairs.
You have some information from Mordana.
Look for secret doors.
Try a password.
Murder. (The password is the name of the house, Drumer, mixed up.)
Enter.
+ Kris knife, +3 luck
Steam Achievement: Priest Hole
Leave the way you entered and climb the stairs.

Enter door opposite. +1 fear
Investigate the room further.
Grab the case and take it with you.
Dive thru the mirror. + golden key
Try the right-hand door
You have a golden key. +2 luck, + cast iron key numbered 27
Step back thru the mirror.

Follow the hallway round to the right.
Try the door on the left.
You have a cast iron key.

Ring for the butler.
Artwork #15
Attack Franklins first.
Continue pursuing him.
Fight Franklins: Sk 8 St 8 (Kris knife gives you +3 a.s. Win one attack round.)
+ 3 fear
Artwork #9
Yes, you have the Kris knife.
Fight the hell demon: Sk 14 St 12 (Kris knife gives you +6 a.s.)
(This looks like a terrifying opponent, but the Kris knife makes the fight a cakewalk even if your skill is only moderate.)

Artwork #11
Steam Achievement: The Great Escape
Steam Achievement: Cheater's Win / Medium Win / Hardcore Win

You have defeated the master & escaped from the house of hell. Yay!
Steam Achievements.
There are 30 Steam achievements for this game.
Some can be completed during the winning walkthru, described above, and are marked in bold type where they occur. The remaining achievements are unlocked as follows:

Trust Casper: When you leave your bedroom (ERASMUS room) turn right instead of left, then follow the ghost into the APPOLYON room. Help her as she asks.

Wells' Terror: When you leave your bedroom (ERASMUS room) turn right instead of left, but then turn back. Wait and see who is coming. Defeat the invisible enemy: Sk 10 St 4

Mina Envy: Enter the storeroom on the landing, but after you have collected the garlic & WEAPON, try the door opposite instead of returning to the landing. Try the door of the SHAITAN room. Go in, stay and talk to the voice, then step forward as he asks.

They're Here!: When you reach the doors of the ABADDON & BELIAL rooms, choose to enter the BELIAL room. Look under the sheets. Grab the sheet.

Groovy Balls: When you first go downstairs try the door on the right instead of the door on the left. Then, creep back along the hallway, go left and try the door on the right, Try the other door in the kitchen. Fight the ghoul: Sk 8 St 7

Countdown Master: In the cellar, after you have fallen thru the trap door from the drawing room, hide behind the door but keep hidden. Then continue along the passageway and try the door on the right. Claim to be a friend of the master. Give the following answers to score maximum points: Drumer - Abaddon - Kelnor - Mordana - Shekou

Temple of Doom: When you hide under the stairs in the cellar, instead of using your knowledge, search the bat's chamber. Search along the back wall. Step thru this doorway. Go along with them, then watch what happens.

Blood Bath: Continue on from the previous achievement. Pass a luck test, try the door on the left, fling the door open and stride in. Defeat the first great dane: Sk 7 St 5, but then try to escape and fail the luck test.

One Way to Hell: As for the previous achievement, but defeat all three dogs: Sk 7 St 5, Sk 6 St 6 & Sk 6 St 5, then leave the room. Examine the passageway and press the bell.

Danish Pastry: (There are five great danes.)
Follow the walkthru to defeat the two dogs in the ABADDON room.
Then follow the instructions for the achievement One Way To Hell to defeat the other three dogs.

Blood of the Zombies: (There are three zombies.)
When you reach the door of the BALTHUS room, enter the room and examine the curtains. Defeat the zombie: Sk 7 St 6.
Resume the walkthru until you reach the storeroom on the landing, but after you have collected the garlic & WEAPON, try the door opposite instead of returning to the landing. Try the door of the SHAITAN room. Go in, stay and talk to the voice, Prepare to attack. Use something else. Garlic. Go for the door on the left. Defeat the two zombies: Sk 7 St 6 & Sk 6 St 6

Au Louvre: (There are three portraits. This will take two plays thru.)
The first time: follow the walkthru and look at the portrait of the gentleman first, then choose another portrait, which will automatically be the elderly lady.
The second time: look at the portrait of the beautiful young woman.

Pointy Sticks: (There are five WEAPONS.)
In the AZAZEL room: Search the drawers instead of examining the vials.
In the storeroom on the landing: Search thru the shelves.
In the drawing room: Search the shelf in the corner, instead of the fireplace.
In the cellar: After you have fallen thru the trap door from the drawing room, search for a weapon and pass a luck test.
In the kitchen pantry: Follow the walkthru until you leave the room with the mirror, then follow the hall back round but choose the door on the right. Try the other (pantry) door.

Thirsty Oenophile: (There are five wines. This will take two plays thru.)
1: On the first playthru, follow the walkthru and choose the red wine at dinner.
2: Continue to follow the walkthru until you reach the storeroom on the landing. Drink the bottle of liquid. (This white wine is poisoned and will kill you.)
3: On another playthru, after arrival, choose the white wine at dinner. (This white wine is drugged.)
4 & 5: Leave the MEPHISTO room and resume the walkthru until you go thru the mirror to the hidden room, but instead of choosing the right hand door, take the left hand door. Then, follow the stairs down, choose the right-hand stairs, open the door on the right, then choose the option to drink both red and white wines. (This white wine is poisoned and will kill you.)

Wear Lock: (There are four locations with keys.)
When you reach the door of the BALTHUS room, enter the room and examine the curtains. Defeat the zombie: Sk 7 St 6. Then, examine the box on the mantelpiece and you will find the key to let you out of the room.
Resume the walkthru and you will collect two more keys downstairs. One is found in the mirror room and it unlocks the door of the room behind the mirror, where another key is found.
Resume the walkthru until you leave the room with the mirror, then follow the hall back round but choose the door on the right. Grab the bunch of keys on the cooker.

House Hunter: (Enter every location in the house.) This will take several plays thru.
Once you have completed a successful game, collected all of the artwork and completed all of the other Steam achievements, you should be nearly there.
You will still need to enter the MAMMON room and the EBLIS room.
Also, after you collect the Kris knife, search the room then step into the other room.

First Shock Is The Deepest: Collect your first fear point.
Spine Chiller: Collect 10 fear points.
Fright Night: Collect 30 fear points.
Scaredy Cat: Collect 70 fear points.
Appointment With FEAR: Collect 100 fear points.

Art Lover: Find all the artwork within the game.
Get Smart: Find all four pieces of Dan Maxwell's alternative cover art.
A full guide to the location of the artwork is listed in the chapter below.
Artwork.
There are 30 artworks in the gallery for this game, plus the title-screen image. Some are found during the winning walkthru, described above, and are marked in bold type where they occur. The remaining artworks require different choices and are unlocked as follows:
(I have grouped artworks together in this list, as they appear in the game, for convenience.)

Artwork #14 When you leave your bedroom (ERASMUS room) turn right instead of left.
Artwork #18 When you reach the BALTHUS room, enter, then investigate the curtains.
Artwork #12 When you reach the DIABOLUS room, enter, then try the window.
Artwork #3 After you leave the store cupboard on the landing, open the second unmarked door immediately afterwards..
Artwork #4 When you reach the door of the ASMODEUS room, ignore it and follow the corridor round to the left. Enter the SHAITAN room. Go in. Stay and talk to the voice.
Artwork #27 When you reach the door of the TUTTIVILLUS room, enter, then walk over to the window.
Artwork #19 When you reach the unnamed room in the corner of the landing, ignore the bedside table and investigate the cupboards.

Artwork #1 When you go downstairs, walk up to the front door and open it.
Artwork #24 When you go downstairs, try the door on the left but then leave immediately via the other door to the study.
Artwork #25 When you go downstairs, try the door on the right. Then, creep back along the hallway, go left and try the door on the right. Ignore the back door and open the other door.

Artwork #20 After you have collected the iron key, try the other door instead of stepping back thru the mirror. Follow the stairs down and take the stairs to the right. Open the door on the left.

Artwork #8 After you have pressed the button on the drawing-room mantelpiece and fallen thru the trap door, search the room for a weapon. Then you must pass a luck test and choose the option to attack. (The artwork is on the page after this.)
Artwork #30 After collecting the brandy in the drawing room, leave the room and go into the study. Look at the books, choose one on black magic, look for more books, then press the button. Go down the passage. (The artwork is on the page after this.)
Artwork #28 Continue on from the previous artwork. Leave this room. Try the next door in the passage.

Artwork #13 When you hide under the stairs in the cellar, instead of using your knowledge, search the bat's chamber. Search along the back wall, step thru this doorway.
Artwork #7 Continue on from the previous artwork. Go along with them, then watch what happens.
Artwork #10 Continue on from the previous artwork. Pass a luck test, then try the door on the right. Open the door.
Artwork #21 Continue on from the previous artwork. Remain emotionless and let him speak. Try the door opposite. Open the door and enter.

There is also the new, alternative cover-art. This is completed by finding four separate pieces at hidden locations in the house:
1: In the AZAZEL room, look in the cupboard.
2: In the drawing room, press the button over the fireplace, then fall thru the trapdoor. Search for a weapon, then pass a luck test.
3: In the study, read a book on hypnotism.
4: In the room on the left, after the ceremonial cave, defeat the three great danes.
5 条留言
Analand Sorceress  [作者] 11 月 15 日 上午 8:03 
I have now updated this guide, with corrections, improvements to the walkthru etc. :TalismanSorceress:
Analand Sorceress  [作者] 7 月 14 日 上午 5:17 
Thank-you for the feedback. :steamthumbsup:
There are certainly some great retro, nostalgic releases on Steam. :TalismanSorceress:
FocusSloth 7 月 14 日 上午 5:12 
Had no idea you could get these on Steam! Random.
Think I'll wait ten years and try the book again.
Who would have thought the right thing would be to drink the brandy of devil worshippers, or eat fruit cheese and something, and to think I was being served such tasty food by….
FocusSloth 7 月 14 日 上午 5:12 
Thanks for doing this.
I recall being traumatised by this when I was ?7 years old, and then trying it a few more times presumably before I left home, and all the amazing fighting fantasy books, behind (presumably they all got recycled or something).
I recently went on ebay and aqcuired some originals, including this.
I'm on holiday, and was confident that, 30 or so years later, my reasoning and mental powers generally would make this a breeze. I was very wrong, even using the power of 'Expert MMA fighter and knife fighter cheat' in use. If I found one key one way, I'd struggle the other way. I appreciate if I was really hardcore I'd have made a map. Now I'll forever live with this anxiety that I had to cheat to beat the house of hell, and that demon, and worry about any possible otherworldly consequences of this... deleting the superstitious files in my brain right now.
Muamasa 2023 年 10 月 5 日 上午 7:06 
Just a "bonus" addition, if you go through the study (+1 fear though), you can end up with a very valuable piece of art; so you not only end the story by ending a great evil, you also end up the story rich ;)