Key & Compass presents:
The House on Sycamore Lane
The House on Sycamore Lane is a Glulx interactive fiction game written with Inform 7 and is © 2019 by Paul Michael Winters. It was an entry in IF Comp 2019 where it took 50th place.
In this old-school haunted house game, you play as kid. You were on your way home from school when the local bully and his pit bull chased you until you had no choice but to enter the spooky haunted house on Sycamore Lane. People have died in here! The bully blocks up the way you got in, and all the other windows and outer doors are boarded up, so how are you going to get out?
This solution is by David Welbourn, and is based on Release 1 of the game.
SPOILERS AHEAD. Reading a walkthrough prematurely can sometimes diminish one's enjoyment of an interactive fiction game. Please make an honest effort to play the game before reading this walkthrough. Maps
Map 1: School to house
to Cellar East
House Bend in
the road Sycamore
lined Street Outside
Conserv- atory (into school)
Map 2: Ground floor and cellars
of Spiral Staircase Mud Room
Grand Foyer Kitchen
Grand Foyer Grand
Dining Room East
Entrance to Cellar
East Grounds (THE END)
Map 3: Upstairs and attic
South Grand Foyer
Murky Passage- way
Upper Hall Upper
Upper Hall Attic
> x me. i. x paper. ("382")
> x backpack. x books. x rack.
> x dirt bike. x lock. set lock to 382.
> ride dirt bike. e.
> x stick. take stick.
> w. n.
Tree Lined Street
> x Bobby. x Spike. x trees. x houses.
> give stick to Spike.
With Spike distracted and you on your bike, you can race past them, but they're now chasing you!
> n. e.
> e. (Spike bars your way east.)
> n. (Gate opens a few inches; bike won't fit.)
> get off bike. lock bike. n.
By the way, if you go northwest instead, you can enter the house from that side instead via the cellars.
> enter window.
Bobby blocks the window with a boulder. He leaves. You hear a child crying somewhere.
> x vines. x trunk. open trunk. (Vines are too strong.)
> x shelving. x bottle. x trowel. take all from shelving.
> open bottle. (Can't. Lid is too rusty.)
> x lid.
> x floor. x wainscoting.
> x counter. x stove. open stove.
> x shears. take shears. (vision!)
> x drawer. open it. x twine. take twine.
> x door. open it. (locked)
> n. w. nw. d.
> x boxes. x bench. open drawer. x pliers. take pliers.
> u. se. w.
> x fire. (See passage on other side.)
> x books. x desk. open drawer. x mallet. take it.
> n. (Need to douse the flames with something.)
> x furniture. x pot.
> dig pot with trowel. (You acquire an eyepiece.)
> x eyepiece.
> look through eyepiece. (It needs to be attached to something.)
South Grand Foyer
> x door. x statues.
Grand Dining Room
> x table. look under table. take fork. x it.
> x chandelier. x portraits. push eyes. (Dim passage revealed!)
Before heading inside the passage, there's something I want from the conservatory first.
> e. e.
> cut vines with shears. (Nope.)
> open bottle with pliers. x liquid.
> pour liquid on vines.
The vines are now weak. You still can't cut them, but you don't need to.
> open trunk. look in trunk. x key. take it.
> w. w.
Grand Dining Room
now let's explore this passage.
> x ladder. u.
> x dolls. x door. unlock door. n.
East Upper Hall
> x opening. (Note the eyebolt.)
> x table. x chair. x bucket. take it.
> x beds. look under bed. take journal.
> x journal. (A locket falls out.)
> x locket. take locket. (vision!)
> s. s. w. w. n.
> x bed. x vanity. x chest. open chest.
> x spectacles. take specs. (vision!)
> x tub. x sink. x toilet.
> turn on sink. (No use.)
> e. s. s.
> x crib. x coloring book. (One doll is named Suzie.)
> take book. x horse.
> n. e. e. s.
> take Suzie. x Suzie.
> open Suzie. cut Suzie with shears. (You acquire a hook.)
> tie twine to hook. x hook.
East Upper Hall
> throw hook at eyebolt. (You pull down the attic stairs.)
> x doll house. x toys. x bed. x stain.
> x blocks. (There's five.)
> take blocks. (A girl's whisper says her name will release her.)
> spell Suzie with blocks. (That's not it.)
Return to the pantry:
> d. s. d. out. n.
> unlock door with key. d.
> x cask. x cork.
> pull cork. (Wedged too tight.)
> hit cork with mallet. (Wine is flowing.)
> fill bucket with wine. close cask.
Return to the library:
> u. n. w. w.
> pour wine on fire. n.
Bottom of Spiral Staircase
> look. u.
> x windows. x telescope. look through telescope.
> put eyepiece on telescope.
> look through telescope. (See "EMILY" on gravestone.)
> d. s.
When you return from the observatory, the flames come back but with a blue hue and twice as strong!
> spell Emily with blocks.
You see the visions again with more context. The girl's voice tells you to burn the totems (blocks, locket, shears, spectacles) to set them free.
> put locket in fire. put shears in fire.
> put specs in fire. put blocks in fire.
You see a shadow float up and away, then the room catches fire, and you see a crowbar! The house will soon be burning everywhere.
> take crowbar. e. s.
South Grand Foyer
> open door with crowbar. s.
You escape the burning and collapsing house, find your bike, and go home.
*** The end. ***
Bobby Wheeler is the local bully and wants money. But you don't have any.
Spike is Bobby's rottweiler. He never bites you, but he's good at blocking your way.
In visions or mysterious voices:
tall man was the cruel master of the house. He murdered Emily with the shears. The
maid is Emily's mother. She tried to stop the murder but only managed to knock the man's spectacles off.
Emily, a young girl, was murdered for seeing something she shouldn't have. Emily's spirit now haunts the house, but you can free her if you burn the things associated with her murder. Endings
The ceiling collapses, and the world goes black. You freed the spirit of the little girl, only to be replaced by your own.
if you don't escape from the burning house in time.
do escape from the burning house. Inventory
crumpled paper. You're carrying it.
Look at it. It has the combination ("382") for your bike lock.
backpack. You're wearing it.
Your textbooks are in it.
textbooks. They're in your backpack. an
old peperoni stick. It's in the school yard.
You are unwilling to eat the stick.
In the tree-lined street, give the stick to Spike. This will distract the dog long enough for you ride past it on your bike.
kitchen shears. They're in the kitchen's oven.
When you take the shears, you get a disturbing vision of a man with bloody shears.
The shears aren't strong enough to cut the vines in the conservatory.
In the doll room, cut
Suzie with the shears to find a metal hook. Later in the library, put the shears in the blue fire.
dark green glass bottle containing a murky liquid. It's on the shelving in the utility closet.
The bottle's lid won't open easily. Open the bottle with the
pliers. The liquid is plant poison. Pour it on the vines in the conservatory. You can now open the steamer trunk.
trowel. It's on the shelving in the utility closet.
In the drawing room, dig the pot with the trowel to find an
tarnished silver fork. Find it by looking under the dining room table.
I didn't use the fork. Perhaps it's used in an alternate solution to a puzzle?
bucket. It's in the Servants Quarters.
In the wine cellar, fill the bucket with
wine. It's in the cask in the wine cellar.
To get the cask open, hit its cork with the
mallet. Fill the
bucket with wine. In the library, pour the wine on the original fire to douse it.
journal. Find it by looking under the beds in the servants' dormitory.
Examine the journal to find the
locket that falls out. You cannot actually read any of the journal. a
locket. Find it by examining the journal.
In the library, put the locket in the blue fire.
cooking twine. It's in the butler's pantry drawer. a
mallet. It's in the library desk drawer.
In the wine cellar, hit the cork (of the cask) with the mallet to get the
wine flowing. an
eyepiece. Acquire it in the drawing room by digging the pot with the trowel.
In the observatory, put the eyepiece on the telescope, then look through the telescope to see a child's name on a gravestone.
coloring book. It's in the nursery's crib.
Read it to learn about Suzie, a doll.
spectacles. It's in the master bedroom's chest of drawers.
When you take the spectacles, you see another violent vision.
You cannot wear the spectacles.
In the library, put the specs into the blue fire.
Suzie. She's a doll in the doll room, but you won't know she's there until you've read the coloring book.
Cut Suzie with the
shears to find the metal hook. a
metal hook. Find it by cutting Suzie with the shears. a
makeshift grappling hook. Make it by tying the twine to the metal hook.
In the East Upper Hall, throw the hook at the eyebolt. When it hooks, you'll automatically pull it to lower the attic stairs.
alphabet blocks. They're in the attic.
Spell the child's name (Emily) with the blocks. See
eyepiece on learning the child's name. You don't need to be in the attic when spelling the name. You get the most coherent vision when you spell Emily with the blocks, and you're told in bold font what four things must be burned.
Later, in the library, put the blocks in the blue fire.
pair of pliers. It's in the tool bench drawer in the storage cellar.
bottle with the pliers. a
brass key. It's in the trunk in the conservatory.
It unlocks the wooden door in the pantry to the wine cellar.
crowbar. Find it in the library's fireplace after you put all four tokens ( blocks, locket, shears, spectacles) in the blue fire.
Take the crowbar immediately to the south grand foyer and open the front door with the crowbar.
Thank You to my Patreon supporters
This walkthrough was funded via
the support of Robin Johnson, Ville Lavonius, Andrew Schultz, Kenneth Hon, Carl Muckenhoupt, Mark Musante, and Phil Tatro;
the generous support of Janice M Eisen and Matthew Foxley;
very generous support of Karl Ove Hufthammer and Rus Whang; the
support of extremely generous Emily Short, Allen Garvin, Jesse McGrew, Jacqueline Ashwell, Marius Müller, Jennifer Rexrode, and Durafen; and the invisible support of several anonymous patrons.
Last updated: 28 Sep 2020 2020-09-28: Walkthrough first published. davidwelbourn(a)hotmail*com