S C A P E G H O S T
(Level 9)
PART ONE: NOVEMBER GRAVEYARD
The last thing you remember is driving in the car with Sarah on the way to
your meet with the drugs gang. All your undercover work was about to pay
off. Now you find yourself standing by your own grave, with a priest,
mourners and a detective. One of the policemen there says he's glad the
funeral is over, this is the part of the work he hates - going to funerals
for stupid bastards who get themselves killed and their partner captured.
Another agrees and says that it's only because Mr Severian stumbled on them
dumping Alan's body that the crooks needed a hostage, otherwise the girl
would be dead.
EXAMINE DETECTIVE; Severian, a new recruit to the drugs squad. He's
carrying a matchbook and newspaper. From what he says, talking to himself,
you realise he's one of the crooks. He set you up and because you're dead,
you're a convenient scapegoat.
No-one suspects what has happened. If you follow him, he pats the vaults on
his way out of the graveyard and mutters:"Who'd think of looking in there".
You realise it's where he stashed the drugs. It's up to you to do something
so that the crooks can't pick up the drugs that evening to give the police
time to complete their investigations.
EXAM VAULT; You see a flash of white and inside you see a pile of white
plastic bags. EXAM BAGS; the sort you get from high street shops but they
contain narcotics.
After a while, a spotlight comes on in the graveyard and the shock of the
lights sends you back to your grave. When you recover, Joe Danby turns up
and offers to show you around. He introduces you to the other ghosts and
then asks to walk round with you.
The first thing you must do is to build up your strength. You do this by
picking up small, light things to start with and gradually picking up
heavier and heavier items. When you pick up your first thing, Joe says it
won't be long before you can lift something worthwhile. You can only pick
up one thing at a time.
Start with the thistledown, leaf or petal and pick up two of them in total
to start increasing your strength. Then get matchbook and pebble.
Go towards the shed area and you will find a dog. It is making odd noises
and has something (a bone) stuck in its throat. "PAT DOG" three times,
following it if necessary till it knows you're a friend. "GET BONE".
Go to David. He is very scathing about your lack of abilities to move
things. "PUSH URN"; it moves, David is impressed and says he will help.
The Willmots are arguing over a wreath which Edna says is hers but Bert
won't let her have. Go to the faded wreath. On it is a card showing it is
Edna's. Get the yellow card. Go to your grave, get the white card from your
new wreath and drop it. Get the yellow card again, put it on the new
wreath. Try to get the new wreath. You can't but the dog can. Go to the
Willmots and "WAIT FOR DOG". Edna says the cards on the wreaths are wrong
but is still happy about it. The Willmots will now help you.
Get them all to follow you and go to the shed. "EXAM LOCK"; it has a
barrel, short lever, medium lever and long lever. All the levers must be
moved out of the way before the door will open.
"JOE, WAIT 3, PUSH LONG LEVER", "BERT, WAIT 2, PUSH MEDIUM LEVER", "EDNA,
WAIT, PUSH SHORT LEVER", "DAVID, TURN BARREL".
They do so and the door is now unlocked. Try to pull the rope and the dog
helps. The door opens and the dog enters, grabs the bag of biscuits from
inside as his reward and goes off to eat them.
From talking to Violet before, you know she is afraid to leave her grave in
case she can't find it again because she was blind in life. She wants
something by it to make a noise. Inside shed, "GET BELL", go to Violet.
"PUT BELL ON BUSH"; it makes a noise so she can now leave her grave.
To turn off the spotlight and enable you to go further south through the
graveyard, "JOE, WAIT, PUSH BUTTON", "PUSH BUTTON"; the spotlight goes
off.
To get rid of the vandals, in the shed "PUSH SWITCH"; the vandals flee as
the light goes on. "PUSH SWITCH" again to turn it off. The colonel will now
follow you.
To help Edith, she says she is cursed to remain by her grave till the end
of time. Joe says you must demonstrate the end of time to her. "GET WATCH"
from shed, go to Edith, "PUT WATCH IN VASE"; it breaks thus demonstrating
the end of time! She will now follow you.
Go to the sundial and "JOE, PUSH SUNDIAL", "PUSH SUNDIAL"; it breaks and
you can get the gnomon. Go to the bushes and examine them. You can tell
there's something in there. "SEARCH BUSHES" to find a copy of Time
magazine.
Go to the stonework and examine it to see a statue that looks like a
sleeping man. "WAKE STATUE"; you hit it and it wakes. It's another ghost,
Alex Pym.
Go to the wall which is leaning and "PUSH WALL". Everyone helps. The wall
collapses and traps the drugs so the dealers can't get them that night,
giving you time to find their hideout and clear your name.
SCORING.
Get 2 of petal/thistledown/leaf................+20
Get matchbook..................................+5
Get pebble.....................................+5
Get bone.......................................+15
Push urn.......................................+35 (70/1000)
Help Willmots..................................+50
Get bell.......................................+15
Put bell on bush...............................+25 (160/1000)
Push switch to turn on light...................+50
Put watch in vase..............................+25
Push sundial, get gnomon.......................+5 (240/1000)
Wake statue....................................+25
Push wall......................................+35 (Total 300/1000)
(PART ONE IS NOW COMPLETED!)
PART TWO: HAUNTED HOUSE
You start the next night by your grave, aware of a house north of the
cemetery. You must find the gang's hideout. Joe says you can probably now
heat and cool things and also reach through solid objects. He says he will
come with you to find the crooks.
To pass the green safely, go to the south green and wait till you see pale
headlights. Go south and north. You now see red tail lights heading away
from you and Joe says it's now safe to cross.
Outside the house, Joe says if you concentrate you might be able to bring
back visions of what happened. If you "CONCENTRATE" in various locations,
you will see what happened. You see yourself burying something in the
garden, you shooting one of the crooks in the hall, the crooks clearing the
house and burning papers in the fireplace, one piece being trapped in the
chimney shaft, two crooks taking their dead comrade's body upstairs and
returning without it and then you being hit and taken from the house. The
visions leave you unsure as to whether or not Sarah, your colleague, was
working with the crooks.
After your vision of you burying something in the herb garden, "DIG" and
you unearth your plastic ID card. Get it and drop it in the hallway.
"EXAMINE DIRECTORY" in the hall to find a bookmark. EXAMINE it; it's an old
envelope showing the postmark of the village near the crooks' new hideout.
You can't get it on your own so "JOE, WAIT, GET BOOKMARK", "GET BOOKMARK".
Now drop it in hall.
By the garden is a stream but the water makes you nervous. On the water is
a branch and on the branch is a map. To get the map, "COOL WATER", it
freezes. Get the map, examine it; it shows the crooks' new hideout.
To get the paper from the chimney, it's too high up to get from inside and
Joe says it might be better to try from the other side. If you reach
through the wall from inside, Joe says it must look funny from outside. If
you reach through the wall from the outside (by the ivy), you don't know
where you are reaching.
Joe says he wonders if he could help. Go back inside, "JOE, WAIT 5, REACH
THROUGH WALL". Go back to the ivy and wait till Joe's hand waves through
the wall. Now if you "REACH INTO WALL" you know where the chimney is and
dislodge the paper. Go back to the lounge and get the paper. It shows all
the first names of the gang - it's a list of their gambling debts. You
realise it will help the police find out their full names by narrowing down
their search. Drop paper in hall.
If you try to go upstairs, the ghost of Luke, the crook you killed, attacks
you and Joe saves you. To get rid of him, you must turn on the light
upstairs but not downstairs (as that will affect you.) so in hall, "GET
BULB, DROP IT, PUSH SWITCH"; the light goes on upstairs and the ghost
screams and vanishes. But now the light upstairs stops you going up or
turning off the switch downstairs. You must fuse the lights. Go to the
kitchen, "GET BULB, DROP IT, GET FUSE, PUT FOIL IN HOLDER, PUSH SWITCH" and
the fuse blows. You can now go upstairs.
In the tank in the attic, if you "CONCENTRATE", you see Luke's body being
put in the tank. You find it in the tank and push off the lid in your
panic.
Get plug, go to the bathroom. You see a mirror. "THROW PLUG AT MIRROR"; the
mirror breaks, you see an alcove behind. In it is a briefcase. Get it. Joe
says you have enough evidence, now you must work out how to get the
police.
Drop all evidence in the hall - the paper, bookmark, briefcase, map and
card.
You have to summon the fire service and bring the evidence to their
attention or they will just kick it out of the way. To do this, go to the
attic carrying the plug and either "FREEZE PLUG TO BODY" or "TIE PLUG TO
BODY". Get the socket, go to the clock, "OPEN PANEL, PUT SOCKET IN PANEL,
CLOSE PANEL". Then "PUSH CLOCK"; it falls down the stairs and drags the
body down behind it. Go to kitchen, "PUSH BOTTLE"; whisky vapour fills the
room. "LIGHT VAPOUR, BLOW CURTAINS"; the fire gets a grip, firemen arrive,
see the body and realise he was not killed in the fire.
They call the police.
SCORING (carrying over 300 from part 1)
Cross green safely........................+10
Have vision in driveway...................+20
Have vision in garden, find card..........+20
Get bookmark..............................+25 (375/1000)
Freeze water, get map.....................+20
Dislodge paper from chimney...............+20
Get rid of Luke...........................+30 (445/1000)
Blow fuse and go up.......................+10
Find Luke's body..........................+10
Break mirror, get briefcase...............+20 (485/1000)
Get 3rd bit of evidence to hall...........+5
Get 4th bit of evidence to hall...........+5
Get 5th bit of evidence to hall...........+5
Get body to hall..........................+50
Blow curtains.............................+25
Firemen call police.......................+25 (Total 600/1000)
(PART TWO IS NOW COMPLETED!!)
PART THREE: POLTERGEIST
You awake at the start of the third night wondering if you are now strong
enough to bend metal and manifest to mortals. There is a priest bending
over the grave with two members of the gang, preparing to exorcise you.
Go west so you aren't exorcised. You can't return to your grave either as a
free spirit or by being sent there by light as you will be banished
forever.
The crooks arrive and say they'll go and get the drugs so follow them. They
collect them, get into the van and it leaves.
It drives to a farm. They park in a barn and enter the house but you can't
because of the light inside. You realise it's their hideout and that you
must not only help the police get there without being seen but also save
the evidence. You get a hint during the trip about the possibility of power
cuts.
Near the farm is a shed with a generator and at the back of the farm house,
some dangerous-looking connectors with exposed wires. You can't enter the
barn as it's the place you died and the pain drives you back.
Examine hay to find a sprayer and get it. Go to connectors and "HIT
CONNECTORS WITH SPRAYER" to short them out. One crook comes out to start
the generator but says it won't give much power. Go into the house and you
realise you can charge things with static and manifest yourself. Examine
the cupboard in the hall to see a circuit breaker. "PULL BREAKER" so they
can't put the lights back on properly.
The gang are in the kitchen playing cards. There is a briefcase there
containing drugs and you know you'll need it as evidence.
John goes up to the attic to act as look-out and Sarah is taken down to the
cellar, tied up and gagged.
Follow John to the attic. The window looks out over the countryside and you
know you must distract John so he doesn't see the police. You also know you
must do this five times. Don't distract him till you see movement outside
the window and also don't do it straight away as you have to "DRAG" this
bit out a bit! If you wait too long, he will spot the police and warn the
others so you must time it so you do it just before he gets suspicious.
At the right time, get bulb and drop it; the darkness and noise frighten
him. Get the broken glass.
Go down to the cellar door. You can't carry anything if you float through
the door so wait till Weasel arrives to check on Sarah. Go in when he does,
drop the glass and go back to the attic. At the right time, distract John
again - charge the holder so the static makes his hair stand on end.
Go back to the cellar. "MANIFEST" so Sarah can see you and hear you, then
"CUT ROPE" using the glass. She goes and puts the hammer on the shelf above
the door and goes back to her chair, pretending to still be tied up. Go
back to the door and wait till Weasel arrives again. When he enters, "PUSH
HAMMER"; it hits him.
Sarah comes through. "MANIFEST" again and "SARAH, TIE WEASEL"; she ties him
up. Leave and she follows you, bolting the door behind her.
Go up to the hall and she looks at the cupboard and says she ought to find
somewhere to hide. "SARAH, GO TO TAXI, DEFLATE TYRES, GO TO CUPBOARD, HIDE
IN IT, WAIT 20". She goes off to do it. You can't deflate the tyres
yourself as the taxi is in the barn where you were killed.
Go back towards the attic and on the way you see a creaky stair. "PUSH
STAIR" to frighten John so long as it's the right time. Go into the attic
and wait for movement outside again, then "BLOW CURTAINS". Wait again until
the time is right and "COOL JOHN" to scare him the fifth time. Now
"MANIFEST"; he is petrified and fires his gun at you. The others run
upstairs to see what's wrong, leaving the briefcase unguarded in the
kitchen.
Go back to the hall and "MANIFEST". "SARAH, E, GET CASE, W, HIDE IN
CUPBOARD, WAIT 20". This is because the case is too heavy for you to carry.
She goes, does it and returns.
The crooks will now get ready to leave the farm but because the police are
now so close, they won't be able to get away, so long as you slow them down
a bit more. If you have previously examined John, you know his jacket has a
pocket which contains the key to the van. Go out to the van and "LET DOWN
TYRES".
When the crooks get to the van, they don't have time to inflate the tyres.
Wait till John arrives and "BEND KEY". They don't have time to straighten
it so they make a dash for it over the fields where the police capture
them.
Severian and the Professor go to the taxi. When it gets out of the barn, it
is going slowly because of the flat tyres so "GET INTO TAXI". Inside,
"MANIFEST"; you fight with Severian and because the tyres are flat, the
taxi slides and crashes. The police catch the two of them when they run
away.
The evidence is recovered and Sarah is safe and so can give evidence to
clear your name.
SCORING (carrying over 600 from Parts 1&2)
Go west from grave.......................+10
Follow crooks into van...................+10
Arrive at farm...........................+10
Arrive at connectors.....................+10
Hit connectors with sprayer..............+20
Enter farm house.........................+10
Pull breaker.............................+20
Get to attic.............................+10 (700/1000)
Drop bulb at right time..................+20
Enter cellar with glass..................+10
Charge holder at right time..............+20
Cut rope.................................+20
Sarah ties Weasel........................+20
Sarah lets down tyres on taxi............+20
Sarah hides in cupboard..................+20 (820/1000)
Push stair at right time.................+20
Blow curtains at right time..............+20
Cool John at right time..................+20
Sarah gets case and hides................+20
Let down tyres on van....................+10
Police get closer to house...............+20
Bend key.................................+20
Fight with Severian and finish...........+50 (1000/1000)
(NOTE: Each time you frighten John, you get 10 points for the action and 10
points for the message about the police movements making a total of 20
points.)
(PART THREE - and the whole Adventure - COMPLETED!!!)