Video Game: The 7th Guest
Old Man Stauf built a house, and filled it with his toys
Six guests were invited one night, their screams the only noise
Blood inside the library, blood right up the hall
Dripping down the attic stairs - hey guests, try not to fall
Nobody came out that night, not one was ever seen
But Old Man Stauf is waiting there - crazy, sick, AND MEAN!
~ Traditional children's rhyme
The story behind the 1993 horror-themed puzzle game The 7th Guest
begins during the Great Depression
. Henry Stauf
, a wandering drifter and serial thief, kills an old woman on her way home from choir practice
and sinks to a new low
. That same night, he sees a beautiful doll in his dreams
; after carving an identical doll the next day, Stauf offers it to a local barkeep in exchange for room and board. When his dolls become a high-demand item, Stauf creates more toys based on his visions
and becomes a successful toy maker
Some time later, a mysterious illness
kills many of the children who owned Stauf's toys. Following these deaths, Stauf builds a remote mansion
and retires from society
. Long after no one knows for sure if Stauf still lives, he invites six guests to a dinner party. Stauf promises that whoever solves all of the puzzles in the mansion will have their dearest wishes granted. The puzzles themselves serve as a means to an end, though — they become clues to what Stauf wants and what he wants the guests to do for him.
The player controls an unremarkable amnesiac
who wakes up in Stauf's mansion (the setting for the entire game) and tries to figure out how he ended up there. While this character wanders the mansion and solves logic puzzles (some of them suspiciously illogical
) to advance the story, Stauf
remains an ever-present menace by taunting the amnesiac
with clues and expressing displeasure when a puzzle gets solved.The 7th Guest
made extensive use of CD-ROM technology; as one of the first games to do so, it gained a reputation as a technical marvel in its day. Critics and fans considered the prerendered CGI graphics and Full Motion Video
as state of the art for a videogame, and computer manufacturers frequently used the game to show off the capabilities of a CD-ROM drive. 7th Guest
has a fairly complex plot sitting underneath all the technical wizardy and its non-linear gameplay, but without a FAQ of some kind
that details how to trigger events in a logical progression, a player could conclude that the game doesn't have much of a plot at all. For players who need help or simply cannot solve a particular puzzle, the game offers a hint book in the library of the house. This book offers clues about how to solve the puzzle until used for a third time (when it completes the puzzle for the player
so they can continue the game). While the game's manual says "consequences" could occur for using the hint book
, a player can use it without penalty for all but the last puzzle.
The sequel to 7th Guest
, The 11th Hour
(1995), takes place sixty years after the events of the first game: after reporter Carl Denning travels to Stauf Manor to look for his lost producer, he becomes yet another victim of Stauf's wicked schemes. 11th Hour
plays practically the same as its predecessor: wander the mansion, solve puzzles, and watch scenes that advance the plot.
Another planned sequel — The Collector
, which would have featured Stauf as a museum curator — vanished off the map
after developer Trilobyte went out of business. A Gaiden Game
to the series, Uncle Henry's Playhouse
, compiled puzzles from The 7th Guest
, The 11th Hour
, and Clandestiny
. Trilobyte only sold Playhouse
(its last game before its initial closure) through mail-order; it only sold twenty-seven copies in the US and 176 total copies worldwide.
More than fifteen years after the original game's release, Trilobyte Games
rose from the grave and ported 7th Guest
and Rob Landeros' Interactive Movie
meets Psychoanalysis Session Tender Loving Care
to the Apple iOS. 11th Hour
has not yet seen a release on the new platform, sadly. (See Technology Marches On
In March 2013, Trilobyte co-founder Charlie McHenry announced a new sequel
, with plans for a release across multiple platforms in 2014. In an attempt to secure funding for the sequel (titled The 7th Guest 3: The Collector
), Trilobyte kicked off a Kickstarter project on Halloween 2013.
A paperback novelization of the original game's backstory was shipped with the 7th Guest CD, and it's now available on Amazon Kindle.
The 7th Guest and its sequels provides examples of:
- Alien Geometries:
- The Art Gallery is completely isolated from the rest of the house, to the point that Ego effectively warps to get there. Carl navigates a hidden passage in the grandfather clock to reach the same room, but leaves through the same painting that Ego used.
- The whole house is this. Compare the floor plans for each floor to each other, and then to the outside of the house. And that's not counting all the weird shortcuts through walls, drains etc which may or may not count since you're a ghost.
- All There in the Manual: The game comes with a case book filled with newspaper articles and excerpts from other publications that outline the game's backstory.
- Amnesiac Hero: The very first line the protagonist speaks in the first game says it all.
Ego: How did I get here? I remember...nothing.
- Anti-Frustration Features: The hint book in the library. Using it once gives a hint on how to solve the most recent puzzle you visited. Using it a second time gives more detailed instructions, and using it a third time completes the puzzle for you. In all three cases, the book will transport you right back to said puzzle after you get the hint. This hint book can be used on every puzzle in the game except the last one. While the game's instruction manual warns that there are consequences for using the hint book too often, nothing happens if you overuse it. There is, however, one downside to skipping a puzzle: doing so on any puzzle skips the cutscene that would play upon completing it.
- Arc Symbol: The House itself. Every time a puzzle (in the first game) resets or is completed, an outline of the Stauf Mansion appears and returns it to its original state. This is most likely to keep the original backgrounds intact.
- Beat Still, My Heart: The Heart Puzzle is based around this. Ironically though, the heart itself does not beat at all after you click on it.
- Be Careful What You Wish For: Stauf shows each of the six guests visions of what they wished for. Of course, being Stauf, he can't help showing how these wishes could go awry. Curiously, this doesn't seem to faze four of the guests, who decide that the risks are worth it, and that the ends justify the means. The one guest who actually does complete Stauf's requirements asks for her wish (to be young again)...and gets melted by a puddle of acid that Stauf spits instead. Not exactly wish fulfillment there.
- Book Ends:
- The 7th Guest starts and ends with a book that Ego reads in the library.
- The 11th Hour opens with Carl watching a report talking about Robin's disappearance. If the player selects the Robin ending, another television report closes out the game, covering Carl's death following their recent marriage, leaving everything to Robin.
- Bookcase Passage: Or, rather, a plant passage, a bathtub drain passage, a weird warp-through-a-floor-panel-and-Stauf's-head passage... 11th Hour played it straighter as Carl was shown walking through hidden passages inside the walls. There was even meant to be an actual bookcase passage in the first game's original script.
- Bowdlerise: The CD-i version of 7th Guest changed the spiders on the front door's puzzle into worms for no discernable reason.
- Chess Motifs: Several puzzles in both 7th Guest and 11th Hour utilize chess pieces, usually requiring the player to swap the white and black pieces' positions.
- Claustrophobia: The basement labyrinth. If you've got a fear of small enclosed places, it borders on horror. Bonus terror comes from Stauf's commentary whenever you hit a dead end.
- Corrupt Corporate Executive: Brian Dutton.
- Creator Cameo:
- Creepy Cathedral: The hidden chapel on the second floor definitely counts as one. Dimly lit, gargoyles on the columns that come alive, a skeleton organ player, axes and swords on the walls....and it's accessed from Dutton's closet.
- Dead All Along: Arguably everyone, but especially Ego.
- Dead to Begin With: The entirety of 7th Guest takes place after the depicted events have already occurred.
- Deal with the Devil:
- Definitely Stauf, and arguably Julia. Not so much for Martine, Edward and Brian, but not for lack of trying.
- Robin in The 11th Hour.
- The Ditz: Elinor Knox.
- Door to Before: The clue book in the library can teleport you back to the last puzzle that you visited after giving you a hint on how to solve it.
- Death Amnesia
- The Dragon: Julia becomes one to Stauf.
- Dull Surprise: Carl in The 11th Hour, most of the time.
- Enfant Terrible: Marie in The 11th Hour, concieved from the rape of Eileen by the Genius Loci.
- Fan Disservice: Both games contain rather squicky sexual encounters: Martine and Edward in The 7th Guest, and Carl and Marie/Stauf in The 11th Hour. Carl and Robin can count, too, depending on how you feel about either character. The hint book for The 11th Hour included the complete script for the cut-scenes, including a love scene between two characters that didn't make it into the game.
- Fan Sequel: A project to make a third game titled "The 13th Doll" is apparently still ongoing, even though it has been more than fifteen years since the release of the first game. This is a link to their site.
- Fate Worse Than Death: While fun is different for everyone, being trapped in the strange mansion forever and having his soul occasionally chewed on by Stauf is probably not particularly fun for Tad/Ego.
- Featureless Protagonist: Averted; while the player doesn't know anything about Ego until the very end, this is because of Ego's own amnesia. We learn that he's actually Tad as soon as he does.
- Femme Fatale: Martine Burden.
- Fifteen Puzzle: The infamous bedroom mirror. The grate puzzle in the first game also counts, but that one is significantly easier.
- Full Motion Video
- Gameplay and Story Segregation: Carl can still hear the rules of the final game from Samantha.
- Genius Loci: Stauf Manor itself. Say it with me now: "There are clues throughout this house as to what must be done. The house... is alive with clues."
- Ghost Amnesia
- Going for the Big Scoop: This is part of what brought Robin to Stauf Manor in The 11th Hour in the first place.
- Gotta Catch Them All: It's possible that the whole reason for Stauf's game was that he needed one more soul in order to level up to something even worse.
- The Great Depression: The whole reason Stauf makes a Deal with the Devil is because he's fallen on such hard times.
- "Groundhog Day" Loop: In the original game, it is eventually revealed that everything that's being viewed has already happened in some form or another: no one is actually there, and Ego can't interact with any of the people. The ending makes it clear that in the original version of events, Stauf got to Tad, but something prevented him from completing his Deal with the Devil, and everyone - Stauf, Tad, and the six other guests - were then doomed to repeat the events of that night. However, somehow, Tad's spirit was split off into Ego, who, by solving the puzzles and reuniting with his actual self at the crucial moment, can change the events and pass on to the afterlife, while dooming Stauf to hell.
- Guide Dang It
- Guilt-Based Gaming: COME BAAAAAAAAAAAAAAAAACK!!!
- Harmful to Minors: The original game had several scenes of infants in dangerous situations, let alone the backstory of a mysterious virus killing children who had Stauf toys.
- Heroic Sacrifice: Hamilton Temple, although it turned out to be somewhat senseless.
- Hesitation Equals Dishonesty: After Carl pays Stauf to see what's behind the final door and sees Robin, she talks about how glad she is to see him, and then says that she loves him in a very restrained fashion.
- Hide Your Children:
- Inverted; Tad is in several cut scenes in the game, and he's eventually killed and eaten by Stauf.
- Stauf makes toys that carry some kind of fatal virus, which in turn allows him to eat the souls of the infected children.
- Hint System: The library book in the first game, Carl's GameBook in the sequel.
- How We Got Here: The cutscenes in 7th Guest gradually reveal what happened to the guests, while those in 11th Hour mainly revolve around showing Robin's investigation prior to Carl's arrival. Only a few cutscenes in the latter occur in the present time.
- Hurricane of Puns: Stauf is all about this, but a moment in 11th Hour when the evil ghosts decide to kill dumb, hapless Chuck sticks out.
Julia: How about... a Chuck roast?
Stauf: A Chuck steak!
Soup-Based Skull: Chuck 'im into the soup!
- Identity Amnesia: See Amnesiac Hero above.
- Infinite Flashlight: The one Carl carries around.
- Ironic Nursery Tune
- Kick the Dog: Brian, Edward and Julia.
- Kill It with Fire: In The 11th Hour, Stauf Manor burns down in the best ending.
- Klotski: The furniture puzzle in 11th Hour.
- Large Ham: Pretty much all of the 7th Guest cast seem to have made a bet to see who could overact the most. Classically trained actor Robert Hirschbeck, as Stauf, most likely won that bet. He looks and sounds like he's having the time of his life with every single line.
- Last-Second Ending Choice: Used in The 11th Hour.
- Late to the Tragedy
- Leaning on the Fourth Wall: When Samantha is looking for Carl within Stauf Manor on her security cameras, it's represented by gameplay from The 7th Guest.
- Locked Doors: The game is built entirely around solving puzzles in order to open them.
- Meaningful Name: Stauf, being an obvious play on Faust.
- Monster Clown: "Red ballooooooon!"
- Multiple Endings: The 11th Hour has three, dictated by a single choice Carl makes in the finale — Who does he side with? Robin, Marie, or Samantha?
- Ending #1 has him choose Marie, purely because she claims to be willing to do whatever he wants. The two end up in bed together before she reveals that surprise, she and Stauf are one and the same! Oh, and she/he's eating his ribs.
- In Ending #2, he decides to go to Samantha. Touching the screen she's displayed on teleports him out of the Manor, and they watch it burn together.
- Ending #3 involves saving Robin, just like he set out to do... only to wind up dead thanks to the deal she struck with Stauf, and not helped that Marie is still out there killing people. Robin watches a report on his death which mentions the two of them got married, making her sole head of the Stauf Network.
- Nasty Party: This is how Stauf lured the six adult victims into his manor house in 7th Guest.
- Once More with Clarity: Once you solve the final puzzle of a chapter of 11th Hour, all of your collected cutscenes play back-to-back and include new footage to provide additional context to what you already saw before. Plus, once the game's finished, in the bonus section, clicking on the logo of the game plays the entire movie beginning to end.
- Ontological Mystery
- The Plague: The fatal virus spread by Stauf's toys.
- Pungeon Master: Stauf.
- Queens Puzzle: The "eight Queens" variation in 7th Guest, coupled with some way-too-frantic music.
- Rape as Backstory: Appears in The 11th Hour; Samantha and Eileen were assaulted by Stauf Manor itself.
- Recurring Riff: "The Game"; could be called a Leitmotif if you consider it the Stauf Manor's theme song.
- Recursive Canon: Several copies of The 7th Guest appear in 11th Hour; a T7G CD is even the solution to one of the fetch quests.
- Red Herring: You really think that's Stauf's skeleton hanging out in the upstairs bathroom?
- Revenue Enhancing Devices: Averted: Complimentary to the iOS port, Trilobyte have also released an interactive Book of Secrets app to help players through the trickier puzzles, however it's free. The Microscope puzzle, however, didn't make it into the port, and is instead being offered as a stand-alone app designed specifically for iOS, for additional charge.
- Scare Chord: There are two in The 7th Guest. One is a Sting that accentuates some of the scarier moments in the game (e.g. hitting a dead end in the labyrinth). The other is composed right into the background music of the labyrinth: near the end of the minimalist and unsettling track, a violin solo starts playing, only to be interrupted by what sounds like someone pounding random keys on a piano. Possibly jarring the first time hearing it, but not so much subsequently since you know when it occurs.
- The Schlub Pub Seduction Deduction: Martine seducing Edward; neither party benefits from the arrangement, unless you count Edward getting laid.
- Schmuck Bait: Marie being a choice at the end of 11th Hour.
- Sealed Evil in a Duel: Inverted; Ego is freed from his circumstances only when the player beats the game properly.
- Series Continuity Error: All involving Stauf Manor. The first game clearly placed it by itself at the edge of a precipice. The 11th Hour manages to screw this up twice: the house is situated in a large field of grass up from a gated fence with some trees nearby in live action footage, while it's out in the middle of nowhere on a large dirt plain during the CG cutscenes.
- More of a Retcon, but the toyroom puzzle in 7th Guest implies that the house itself is already a ruin by the time of the first game. In the sequel, it's obviously intact.
- On top of that, in the first game you can clearly see trees through the windows in the kitchen, even though none are present on the cliff.
- Set Piece Puzzle: Every room in the house has one.
- Significant Anagram: "Stauf" for "Faust", which is the solution to the train puzzle in the second game. Also, the Toy Block Puzzle. Most of the Fetch Quest clues in 11th Hour, in fact.
- "Simon Says" Mini-Game: Playing several notes of "The Game" using the music room's piano.
- Sliding Scale of Gameplay and Story Integration: Near the climax of 11th Hour, Carl loses the ability to save when Stauf cuts his connection with Samantha.
- Songs in the Key of Lock
- Sounding It Out: Ego will frequently comment on the status of any given puzzle, as a means of providing the player with a clue regarding the solution. For example:
Two skulls and two stones... The rest is just icing.
- Solve the Soup Cans: Starting with the Trope Namer — the soup cans puzzle in the pantry — 7th Guest sets up the fact that the puzzles are going to be anywhere from difficult to mind-numbingly frustrating as early as possible. It lives up to this promise with several puzzles throughout the game, although which puzzles may be subjective. Thankfully, the eponymous puzzle can now be brute-forced with an anagram engine. Although every puzzle but one can be skipped with no ill consequences. The game wants you to think overusing the hint-book could mess up the game. But the only consequence is being unable to see the cutscene that plays after the puzzle you're on, and that's it.
- Shout-Out: In the Chapel in the 11th Hour. There's a bowl off to one side with a skeleton in it, and zooming in closer reveals a burned piece of paper with the word "MISSED" written on it, in the exact same font of that game's title.
- Stage Magician: Hamilton Temple.
- Title Drop
Hamilton Temple: I know! I know who you are — you're the seventh guest!
- Tomato Surprise
- Truth in Television: Those who were born before or in the '90s might notice that the Gamebook is actually a type of "pocket computer". They had very basic functions similar to what would become cell phones and PD As, but weren't as popular as those devices back then. In fact, some models even had wireless connectivity with computers, which at least partially explains how Samantha is able to broadcast information to the Gamebook.
- Unwinnable by Mistake: The mirror puzzle in 11th Hour can (and will) start out unwinnable 50% of the time. The fact that it's a slider puzzle is already irritating enough to begin with.
- Similarly, the Stauf Mansion picture puzzle on the second floor in 7th Guest can also start off unwinnable, and the only way to know for certain is to try and get all 9 pieces to be identical. Its tendency to crash the game either during the puzzle or shortly afterwards when playing on windows 95 or newer didn't help matters, either.
- On more modern systems (ie. anything clocked faster than 66MHz or so), the microscope puzzle is impossible in the original game. This is because the computer's turn is calculated based on clockspeed. The faster your computer is, the more time it gets to pick out an ideal move. It will only make the best possible moves on faster systems as a result.Half of the AI games, including the Honeycomb game, which is a clone, also suffer from this in the second game. Fortunately this particular bug was addressed in the iOS version of that puzzle.
- Voice with an Internet Connection: Samantha in 11th Hour.
- When the Clock Strikes Twelve: Carl gets into Stauf Manor at 7 PM. He has until 11 PM (not midnight) to find Robin and escape.
- Woman in White: One shows up in 7th Guest from time to time.
- World of Ham: Everyone, but no one more than Stauf.
- You Wake Up in a Room: The first game starts out this way.
- Your Cheating Heart: Edward Knox.
No one knows what happened next. There's no one left to say.
But if you should see Old Man Stauf, get on your knees and pray.