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The 7th Guest (PC)

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Title Screen

The 7th Guest

Developer: Trilobyte
Publisher: Virgin Interactive
Platforms: DOS (original), Mac OS Classic, Mac OS X (re-release)
Released in US: April 1993
Released in EU: 1993

DevMessageIcon.png This game has a hidden developer message.
MovieIcon.png This game has unused cinematics.
SoundIcon.png This game has unused sounds.

The 7th Guest is a puzzle game masquerading as an adventure game. By solving Henry Stauf's puzzles, more rooms in the mansion are unlocked, and more FMV is enabled, allowing you to piece together the game's plot...or rather, what's left of the plot after they removed much of it for "technical reasons".

Unused Videos

Unused Transitions

If you've played The 7th Guest for an extended period of time, it can be pretty jarring when you see that the front door actually can open!

Internal Name Video Description
f1_d The front door can indeed open. It was supposed to close shut during the introduction to the game too, but the team couldn't layer the actor FMV onto that of the door shutting... so Hamilton Temple ends up looking behind him for no reason, when he was supposed to be reacting to the door closing behind him.
rt_xb Entering the attic... with the lights on! The attic is only ever seen in darkness during the game (as it is where the ending takes place, with Stauf already there), and has no transition sequence to move into the room, resulting in the attic looking a lot smaller in the final version.
rt_x Exiting the attic with the lights still on. The box art of The 7th Guest highlights the attic windows as the only room with the lights on to show the room's importance, but in the released game, the attic is the only room with the lights off.

Unused Bad Ending

Unfortunately, this ending that was left on the game disc isn't quite as spectacular as what the original game script promised, which was the house becoming alive while you were still inside, followed by you running down the stairs of the still-mutating mansion and escaping out of the front door.

Internal Name Video Description
rt1_a The game's instruction manual suggests that "There is a price to be extracted for using the clue book, so it is strongly recommended that you solve the puzzles on your own". This led to many people believing that if you used the clue book to solve too many puzzles for you, then you would either get a bad ending, or that it would prevent you from seeing the ending at all... when you can actually use the clue book for every puzzle in the game and still get the good (and only) ending.

There is, however, a 'bad ending' left in the game data files. It's identical to the good ending, up to the point that Tad is caught by Stauf... at which point you transition out of the room without anything being resolved.
The transition out of the attic is never seen in the game.

Attic Character Sequences

The attic is the final room of the game (contained on a second disc), where the ending plays out as soon as you enter, leaving these room cinematics without a chance to play out.

Internal Name Video Description
at_b Martine Burden strutting her stuff in the Attic. The first of many similarly removed scenes.
at_d Brian Dutton seeming to smugly evade, or succeed in something...followed by him screaming and running away.
at_e Edward Knox screaming as if lost in insanity. Given how each character has their own "leaving the scene" sequence, all with very different personality traits, these may have been intended to show different characters delivering Tad to Stauf in the attic for the finale...or perhaps the characters just getting chased away from arriving there too early in the first place.
at_j Julia Heine laughing as she leaves the attic. This laughing ended up being used in the background audio for another sequence, where all the characters (including Julia) meet up in the library to discuss what they have witnessed during their stay. The laughter is heard seemingly from somewhere else in the mansion during a pause in the conversation.
at_k Elinor Knox showing a horrified look of disgust as she leaves the attic.
at_t Hamilton Temple laughing madly at something that occurred behind him as he runs away happily.
at_x Tad himself looking around before running away from the attic.

Unused Lines


Generic lines for playing a puzzle, could've been anywhere as they are called 2_e_1 and 2_e_2 respectively.

Why don't you just give up now?

You have to be a fool to want to win this puzzle.

If you think this first puzzle is difficult, just wait and see what diversions I have in store for you... tonight.

Ah, come to play have you?

Alternate line when continuing the game, can also in rare cases be heard when you play the Bishop Puzzle again.

This unused version of Stauf's displeasure over beating a puzzle has a shorter echo.

Stauf's kid's rhyme as simple game sound.

Could've been used when first entering a room that's eerie.

"Sum" could be related to the unused Math Puzzle.

"Why, Thank You" Alternatives

Dining Room

On PCs and handheld devices, Ego doesn't comment on Martine's perfume. He does in the CD-i port, however.

Not sure what this is, but seems as though the Cake Puzzle's original design was to create six pieces. With each "three" having "one".

Hungry for the truth? Well, you can't have cake and eat it too.
Would've been spoken upon taking too long with the Cake Puzzle.


Could've been used for picking up a soup can, before clicking on another.

Maze & Crypt

Spoken during cutscene of Martine's changing face, this file alone goes unused.


You didn't think it was going to be that easy, did you?

Unused Math Puzzle

Apparently, there was going to be a puzzle related to Math.

Guess the magic number? I don't think so.
The "I don't think so." part is re-used for incorrect moves on the Skipping Three & Five and Telescope Puzzle, respectively.

Stauf explaining basic addition in Math.

She must pass through all nine in five.
This above line suggests there was another puzzle, but there is no clear verification of which she Stauf refers to.

Martine's Room

Like in the Dining Room, Ego never comments on Martine's perfume.

This line is separate from the FMV of Martine and Edward's making-out.

Gaming Room

On PC, Ego doesn't exclaim to Tad not to run away from Hamilton. He does in the CD-i port in a calmer tone on the latter.

Ego doesn't speak upon making a move that allows a Queen to be captured.


Would've been used upon entering the Laboratory from the Chapel, as the sound bite when starting the (infamous) Microscope puzzle comes after this.

Temple's Room

Would've been used upon making a dead-end move when trying to turn a card.


There is no smell in the small Nursery, so this line is unused.

Old man Stauf built a house, and filled it with his toys. Six guests all came one night, their screams the only noise. Blood inside the library, blood right down the hall, blood going up the attic stairs where the last guest did fall. The last guest was just a little boy, dared to sneak in one night, but he was the key to the madman's door, he released the evil's might. No one ever came out that night, No one was ever seen. But old man Stauf is waiting there, crazy, sick, and mean! (x4)

NOTE: All came was replaced with were invited, down in right down became up instead, the blood going up the attic stairs where the last guest did fall. The last guest was just a little boy, dared to sneak in one night, but he was the key to the madman's door, he released the evil's might. part got shortened to simply "dripping down the attic stairs. Hey guests, try not to fall!", No one became nobody, and there's no repeating of the crazy, sick, and mean part... Stauf's kid's-poem is located inside the Nursery's directory ("N"), but goes unused.

Julia's Room

Ego can't decide if he wanted Tad to trust Temple, who wanted to help him. Ego says these lines inside the cutscene.

Music Room

I can hear you're quite tone deaf!

Would've been used for making continuous mistakes while playing the piano.


Since the file starts with a "21" (for the Attic), it might've been related to the House Window Puzzle being a completely different puzzle, based on one of the previous ones in the game.

This unused version of telling Tad to get up and run away from Julia is longer, where Ego adds "Get...!".

Following files are unused by themselves, but spoken when Ego looks into the mirror.

Below line is used, alternate one is not.

Unused Bad Ending


Could have possibly been used in the bad ending, the good (and only) one has Ego only saying "..and forever" with Tad.

Unused Sounds

Would you believe that there are sound effects for various events in this game that aren't used because the FMVs mostly contain nothing but sound?

Soup cans.



"Mars", would've been used while zooming in on the planet during the Telescope Puzzle.



Sparkle, would've been used for beating the Front Door Puzzle and restoring its star's sparkle, which Ego stated it had lost.

Spiders, could fit going into the bathroom sink filled with spiders or the Front Door Puzzle. (The CD-i port has worms in the puzzle, however).



Zaps, could possibly be related to the Laboratory as there's an electric machine that sparks. (Makes a real sound in a cutscene when Temple reads Stauf's journal about real magic, including on the CD-i when moving around in the room).

The Secret Word

T7GM resource 32423 (titled "Gump") in the Mac OS Classic application consists of this text:


Read backwards, it tells you that the secret word is furburger.

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Reportedly, this off-color password served to unlock the entire house when entered on the ouija board. However, I haven't found a way to get it recognized in Mac version 1.0.