Copyright © 2026 Balmoral Software (http://www.balmoralsoftware.com). Portions copyright © 1996 by Trilobyte, Inc. All rights reserved.
The main menu consists of a dollhouse depicting the Stauf mansion and haunted castle of the previous games, with each of its 12 rooms linking to a puzzle from the corresponding game. Each room has a large symbol of its puzzle that disappears once it is solved. The eyeball cursor also distinguishes between unsolved and solved puzzles. You can replay a solved puzzle by returning to its room. Once all puzzles have been solved, you can click on the Trilobyte logo in the attic window to access a bonus puzzle.
All Clandestiny puzzles are played in Brave mode.
Floor Game Location Puzzle Attic Uncle Henry's Playhouse Attic Bonus 3rd Floor The 11th Hour Room at the Top Beehive * The 11th Hour Doll Room Bishop The 11th Hour Laboratory Mouse Trap * The 7th Guest Attic Tower 2nd Floor Clandestiny Library Trade Winds Clandestiny Chapel Cursed Coins The 11th Hour Library Book The 7th Guest Foyer Spiders 1st Floor The 7th Guest Crypt Crypt The 7th Guest Dining Room Cake Clandestiny Game Room Leap Frogs Clandestiny Garden Statue Paths
*: These two puzzles are actually interactive games that are randomized for each gameplay, so there's no fixed solution. There isn't an Autoplay or hint system for Playhouse, but you can optionally enter a case-sensitive cheat code at the dollhouse menu in order to bypass these games and permit you to reach the bonus puzzle at the end. To skip a puzzle, visit it as usual and then immediately return to the dollhouse menu.
Another version of the dollhouse is displayed, with 17 locations including an attic and cellar, as shown in the diagram below:![]()
The object of the puzzle is to leave the house through the front door on the first floor. Your current location is indicated by Stauf's head. There are also 8 ghosts present (not sure why this isn't 7). In the diagram above, the rooms are labeled A-Q and the ghosts 1-8. There are red doors between the rooms that are initially closed. When you visit a location with a ghost, it leaves the house and opens one of the doors on its way out. The door opened by each ghost is shown on the lines connecting the rooms in the diagram above. There are also one-way downward passages through holes in the ceiling, a couple of red trapdoors and a firepole. These are indicated by arrows on the diagram. A rope hanging from the balcony can be used in either direction. If you fall into a room that has no exit, it's a dead end and the puzzle resets. If you're able to exit a room but later reach a dead end, then revisiting that room also resets the puzzle.![]()
The puzzle can be solved by trial and error and some careful mapping. Here's a solution:
Copyright © 2026 Balmoral Software (http://www.balmoralsoftware.com). Portions copyright © 1996 by Trilobyte, Inc. All rights reserved.