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The Midnight Walk

The Midnight Walk

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Welcome to The Midnight Walk, an atmospheric first-person horror adventure from MoonHood. You'll be piecing together a vast story through puzzles and collectible hunting, all while learning to master the unique mechanic of closing your eyes to listen for secrets and even vanquish certain enemies. It's a game that demands you pay attention to its immersive world and subtle clues to bring the final ember back to its resting place and make the sun shine again.

This guide is here to help you navigate the darkness. We'll walk you through every main story quest chapter, provide solutions for all the puzzles, and pinpoint the location of every collectible. Plus, we'll show you how to achieve both of the game's endings and offer expert tips for conquering challenging encounters like The Grotesque Warden.

Part 1

Begin your adventure in The Midnight Walk! This guide covers the initial steps, objectives, and how to navigate the school. Learn to use your notepad and photograph robots.

Alright, welcome to The Midnight Walk! This is where it all begins. Morty Maxwell, the Master of Mischief, is trying to make Shady Glen school disappear by midnight using disappearing paint. He's turned five paint brushes into robots to help him out, and one of them is actually Morty himself! Your mission, should you choose to accept it, is to figure out which robot is the Master of Mischief before time runs out. It sounds intense, but don't worry, we'll figure this out together. Good luck!

The Particulars

Before we dive in, let's get some background. This game, officially titled Super Solvers: Midnight Rescue, came out in 1989 and was developed by The Learning Company. It's designed to help kids with reading comprehension and problem-solving, but it's still a blast. It's the first in the Super Solvers series, and honestly, it's a great example of educational gaming that's actually fun.

Game Release Data:

  • Genre: Educational
  • Developer: The Learning Company
  • Publisher: The Learning Company
  • System: PC, DOS, Mac
  • Official Title: Super Solvers: Midnight Rescue
  • Release Date: Unknown, 1989
  • ESRB Rating: N/A

FAQ Version History:

  • Version 1.0.0: This guide now exists. It didn't used to!

Game Summary:

Super Solvers: Midnight Rescue is an educational computer game from 1989 by The Learning Company. It's the first in the Super Solvers series. The game aims to teach reading comprehension and problem-solving skills through short reading assignments and strategic planning, all wrapped up in a fun and engaging experience for kids. It's a classic example of effective educational gaming.

Game Controls:

We'll get into the specifics of controls as we play, but for now, just know that you'll be using standard keyboard inputs to move around and interact with the game world. We'll cover any special button prompts you need as they come up.

Walkthrough - Starting the Game

When you first start up The Midnight Walk, you'll find yourself in the school. Your main goal is to identify which of the five robot helpers is actually Morty Maxwell, the Master of Mischief. You need to do this before midnight strikes, or Shady Glen school will vanish!

Game Objectives:

  • Identify the Master of Mischief (Morty Maxwell) among the five robot helpers.
  • Gather clues throughout the school to help identify Morty.
  • Confront Morty before the clock strikes midnight.

Using the Notepad:

You've got a handy notepad! Think of it as your detective's notebook. As you explore the school and find clues, you'll want to jot them down here. This is crucial for keeping track of information, especially when you start piecing together who Morty might be. Don't neglect it – it's your best tool for solving the mystery!

Navigating the School:

Shady Glen school is your playground for this mission. You'll be moving from room to room, exploring different areas. Pay attention to your surroundings; clues can be anywhere. We'll guide you through the school section by section, pointing out important spots and what to look for.

Photographing Robots:

Part of your investigation involves getting a closer look at the robot helpers. You'll have a camera, and photographing these robots is key. Each photo might reveal something important or help you rule out suspects. Make sure you get clear shots!

Finding Clues:

Clues are scattered everywhere. They could be notes, observations about the robots, or anything that helps you narrow down who Morty is. Keep your eyes peeled and use your notepad to record everything you find. The more clues you gather, the easier it will be to make the right accusation.

Confronting the Master:

Once you've gathered enough evidence and are confident you know who Morty is, you'll need to confront him. This is the big moment where you put your detective skills to the test.

Winning the Round:

Successfully identifying Morty before midnight means you've won the round! You'll save Shady Glen school. If you mess up or run out of time, well... Shady Glen disappears. Let's make sure that doesn't happen!

Leveling Up:

As you progress and successfully complete rounds, you'll

Part 2

Learn how to play The Midnight Walk in Part 2. This guide covers game objectives, finding clues, photographing robots, and identifying the Master of Mischief before midnight.

Walkthrough
  1. 1
    Start the Game: Upon launching the game, you'll see introductory screens about the Master of Mischief's plan. Then, you'll be taken to the Club Member Sign-In screen. If it's your first time playing, select 'New Member' and press Enter. Type your name to sign in, which will immediately start your first round. As a new player, you will receive gameplay advice the first time you encounter something new; these messages will cease as you play more. When loading a saved game, select your name from the list on the Club Member Sign-In screen.
  2. 2
    Game Objectives: You begin in the center of the school. As you explore, robots on paintbrushes will appear and chase you; one of them contains the Master of Mischief. Your primary goal is to determine which robot he is hiding in before the clock strikes midnight. Each round starts at 9:00 PM and lasts 9 minutes, with 20 game minutes passing every real-world minute (1 game minute every 3 seconds). You can only accuse one robot, so you must gather clues. The Master of Mischief has hidden short reading assignments throughout the school. Successfully reading these and answering their questions will provide clues about the characteristics of the robot he is in. These clues are not visible on the main screen; you must use your camera to photograph the robots and examine them for these characteristics.
  3. 3
    Winning the Round: To win, you must find clues, photograph the robots, and match the clues to the robots to identify the Master of Mischief. Once you are certain, you can catch him.
Tips
  • Use the [TAB] key to open the Notes screen on the main navigation screen.
  • Use the [SPACEBAR] to activate your camera and take a photograph of a robot.
  • The Up Arrow allows you to jump, enter doors, stairs, or approach a machine.
  • Use Left + Up or Right + Up to jump and flip left or right, respectively.
  • The Left and Right Arrows move your character left or right on the main screen.
  • [F1] opens the Help menu, [F2] opens the File Menu, and [F3] opens the Options menu.

Part 3

Navigate the school, use the Notepad, and photograph robots to solve the mystery in Part 3 of The Midnight Walk walkthrough. Learn essential tips and strategies.

This section of the guide covers navigating the school, using the Notepad to gather clues, and photographing the robots in The Midnight Walk.

Notepad Usage:

To access the Notepad, press Tab while in the main area, then press Enter. The Notepad has two views: Notes and Clues.

  • Notes View: Provides a summary of robots (Buffo, Lectro, Pogo, Rollo, Turbo), the number of pictures needed for each, and whether they've been ruled out as the Master of Mischief's hiding place.
  • Clues View: Accessed by using the Left/Right arrow keys to select the second button. Here, you'll see cards for each robot. A robot's picture will appear in the main square if photographed. Other items may appear on the picture: an item in the robot's right hand, an item on its head, an item in its left hand, and a word highlighted in its speech bubble. These correspond to items on your note sheet. The goal is to find the robot whose items match your notes. Later in the game, numbers won't be provided on the picture, so refer back to this view.

In the Clues view, use Left/Right arrows to select 'Next Card' or 'Decide'. Selecting 'Decide' allows you to accuse a robot or rule one out. Ruling out robots that don't match your clues ('No' on the Decide screen) makes the game easier.

To exit the Notepad, scroll back to the Notes view, then use Left/Right arrows to select the School button.

Navigating the School:

Control-wise, use the Left arrow key to walk left, Right arrow key to walk right, and Up arrow key to approach doors, stairs, or machines.

You will encounter five main things:

  • Room Doors: Stand in front and press Up to enter.
  • Stairs: Stand in front and press Up to switch between floors.
  • Film Machines: Located randomly each round. Stand in front and press Up to obtain more film, which is needed for photos and earns an end-of-round bonus.
  • Clues: Appear as a small blue rectangle with a red triangle, often in rooms or on bulletin boards. Stand in front and press Up to approach.
  • Robots: Encountered in halls or rooms. Taking their picture is necessary to beat the round and makes them temporarily disappear.

Most item locations are randomized each round, including clues on objects like bulletin boards, trash cans, and water fountains, as well as film machine placements. Stair locations and rooms are fixed. Stairs are at the ends of each level. On the top floor: Music Room (left), Classroom (middle), Principal's Office (right). On the bottom floor: Library (left), Drama Room (center), Auditorium (right). You start each round by the Drama Room.

Photographing Robots:

Half of your objective is to photograph the five robots. Once photographed, their image appears in your Notes.

Robots will appear in front or behind you, or wait inside rooms. To photograph them, face them and press Spacebar when close enough for the flash to reach them. If you miss, move closer and try again.

Be aware that robots attack with projectiles like banana peels and electricity. You can jump over these if you pay attention.

Part 4

Learn how to photograph robots, find clues, and confront the Master of Mischief in Part 4 of The Midnight Walk walkthrough. Master the game's mechanics to win each round.

Walkthrough:

  1. Photographing Robots:
  2. The primary goal is to photograph robots to identify four key characteristics:

    • An item in the robot's right hand (e.g., corn, hammer).
    • An item on the robot's head (e.g., hat, horns, necklace).
    • An item in the robot's left hand (e.g., shopping bag, rock).
    • A red-highlighted word in the robot's speech bubble.

    The number of characteristics revealed per photo depends on your rank: 1 characteristic at the start, 2 as a Senior, and 4 as an Expert. If you have all clues but not enough photos, find a good spot and wait for robots to appear. Pay attention to which robots appear and what you need.

    The Five Robots:

    • Buffo: Tall, yellow, round brush legs.
    • Lectro: Green painting machine with brushes and wheels.
    • Pogo: Blue paintbrush with a skirt.
    • Rollo: Red paint roller.
    • Turbo: Gray floating spray can.
  3. Finding Clues:
  4. Locate small blue rectangles with red triangles posted on walls around the school. Approach them and press the Up arrow.

    You will be presented with a 3-4 paragraph reading passage. Read carefully, noting details like colors, dialogue, feelings, and mentioned items. Use Page Up/Page Down (Left/Right arrow keys) to scroll.

    After reading, answer a poetic question about the passage with one of four responses. The correct answer is the clue itself.

    You need four clues. Be aware that some rectangles are taunts from the Master of Mischief, and others may provide duplicate clues. To find all unique clues, traverse the school systematically, entering rooms and examining all clue rectangles. Examining more rectangles after finding all four clues yields extra points but no new information.

  5. Confronting the Master of Mischief:
  6. When you believe you know the Master of Mischief, open your Notepad, scroll to the Clues, select the robot you want to accuse, and press the 'Decide' button (using Left/Right arrow keys), then 'Yes' to confirm.

    Certainty can be achieved with all four clues OR all robot photographs. If you have all photos but only one clue (e.g., a necklace), and only one robot in your photos wears a necklace, you can make an accusation. Conversely, if you have all clues but only one robot is fully photographed, and that robot matches all clues, you can accuse it.

    Without all clues or all photographs, you cannot be certain. You get one guess per round, so avoid guessing unless it's just before midnight and you have nothing to lose.

  7. Winning the Round:
  8. Successfully identifying and confronting the Master of Mischief wins the round.

    Tips
    • You don't always need all photos or clues to be certain. Logical deduction is key.
    • If you have all clues but not enough photos, find a waiting spot and be ready to photograph passing robots.
    • If you have all photos but not enough clues, focus on finding clue rectangles.
    • Avoid guessing unless it's your last chance before midnight.

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