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- GHOST TOWN Part One
-
- Okay, pardner, it's time for a little trip to a gen-u-ine ghost town! But
- don't worry, them's *friendly* ghosts. So, mount up and let's get going!
- the Jail and the Barbershop. Start things off by going into the Barbershop,
- where you'll find a Stetson hat. Shake the hat and drop it. Get the key that
- fell out, then leave (you don't need the hat for anything). Drop the key in
- the street.
-
- Go West along the street and you will come to the Saloon and the Dry-
- Goods Store. First go to the Saloon and get the bell, then go to the Dry-
- goods Store and pick up the matches, and shovel. Back in the street, go West
- once again, which brings you to the Telegraph Office and the Hotel.
-
- Go into the Hotel, then East into the empty room. Drop the bell and
- return to the street. Now enter the Telegraph Office, and move the safe.
- Connect the two loose wires so that the telegraph key now works. You'll be
- needing it later. Leave the Telegraph office, then go West until you come to
- the fork in the road.
-
- From the fork go South to the edge of the ravine. Burn the sagebrush,
- then enter the ravine. Here you will find charcoal (from the burnt brush)
- and the entrance to a mine. Go into the mine. Although it's dark and you
- can't see it, there is a silver bullet here. Get the bullet, then go down.
- You can move in the dark safely so long as you always move in the right
- direction.
-
- Now get the candle and light it. Ah, you can see again! Go South, and
- dig roof. You have found your second treasure, a gold nugget. Get that, and
- go back North and Up out of the mine. Remember to pick up the charcoal
- before leaving the ravine!
-
- Now go to the fork in the road, and drop off the shovel and the
- charcoal. From there, go East back into town until you come to the stable.
- Enter the stable, and then the stall. Get the horseshoe, then make your way
- back out to the street.
-
- Now head along East to the Dry-Goods store. Drop the candle outside,
- treasures inside, then go out and East again to the Jail. Pick up the key,
- then use horseshoe. It's magnetic and will open the door to the Jail. Enter
- the jail, and unlock the inner door with the key. Drop the key, and go
- through the door into the cell. Pick up the hammer, then leave the Jail,
- making sure you also take the derringer with you. Drop the derringer in the
- street.
-
-
- GHOST TOWN Part Two
-
- It's time to play blacksmith, so go all the way West to the stable,
- and then enter the stall. This time, mount the horse, and you will
- into the manure pile outside the stall. Get up (phew!) out of the manure
- pile, and re-enter the stall. There will now be a hole in the wall leading
- to a store room. Go through the hole and get the keg of nail3s. Back in the
- stall, empty the keg and drop it. Now get the nails, and shoe the horse.
- Drop the hammer and mount the horse.
-
- Say giddyap (the magic word!), and the horse will take off. Eventually,
- you will be thrown, and that's the last you'll ever see of Old Paint. Brush
- yourself off, and enter the teepee in the hidden canyon. Pick up the two
- treasures there, then go back outside.
-
- There doesn't seem to be any way out, but have no fear! Beat the tom-
- tom, and the ghost of Geronimo will appear. Say How, and ZAP! guess where
- you are? Right, you're back in the manure pile again (hehehe). Get out of
- that, then head along to the Dry-Goods store and drop off the treasures
- (don't forget to drop the spurs, too!).
-
- Somewhere along the line here you may have heard mysterious ghostly
- sounds and or voices. The sound of the bell indicates that a ghostly piano
- player is now visible in the Saloon, and the voice gives you a clue as to
- what to do about him. If you are near the Saloon when you hear the bell, go
- inside, and applaud the ghost.
-
- He (it?) will stand up, take a S bow, and vanish. The piano, however,
- will remain behind, as a solid object. If you open the piano, a map will
- fall out. This map tells you to "dig roof", but since you've already done
- that, you don't need the map, so you can just leave it there.
-
- Once you've dropped off the Indian treasures and (possibly) applauded
- the ghost, return West to the fork in the road. Get the shovel and charcoal,
- then go North to the field. Dig here, and you will find some yellow powder
- (it's sulphur). Get the powder, then go to the manure pile in the stall.
-
- Holding your nose, dig around in the manure, and you will uncover some
- white crystals. Get those, then head into the stall. Mix the stuff you're
- carrying around, and you will make some gunpowder. Fill the keg with that,
- then get the keg and go to the Telegraph Office.
-
- Drop the keg in the office. Under no circumstances should you touch the
- telegraph key, or BOOOOM! (time to restore the game!). By this time, it's
- probably getting dark outside. Don't worry, you'll be able to make it to the
- hotel before sunset.
-
- Just leave the Telegraph Office, enter the Hotel, and go East to the
- room where you dropped the bell. Ring the bell, and, like magic, a bed
- appears! Drop the bell, get into bed, and have a good night's sleep.
-
-
- GHOST TOWN Part Three
-
- When morning arrives, get up, then move the bed, revealing a roll of tape.
- Get the tape and leave the room. On your way out, go to the counter and get
- the cashbox. Now return to the Saloon, tape the mirror, and break it, thus
- revealing a hidden office. Drop the tape, go through the hole into the
- office, and get the Go board.
-
- Now it's time for another trip to the Dry-Goods Store. Drop off the
- cashbox and the Go board. Now, pass Go, and collect $200 (tricky, huh?).
- After that, leave the store and head West to the fork, then South to the
- ravine. This time, jump across the ravine.
-
- You are now in the mountains. Go West along the trail to the line
- shack. Enter the shack, and tap the telegraph key. Boom! The gunpowder in
- the keg just went off! Now, look at the floor and you'll notice a loose
- plank. Get the plank, drop it, then go down the hole into the root cellar.
- Collect the pelts, then go back up and make your way across the ravine and
- into town. As you pass where the Telegraph Office used to be, you'll see a
- smoking open safe. Look inside, and pick up the gold dust.
-
- Continue East and pick up the derringer, then keep going East until you
- come to Boot Hill. Shoot the rattlesnake with the derringer (it's a water
- pistol!), then dig a grave and (gulp!) go into it. Here you find a coin and
- a purple worm. If you want to indulge in some gratuitous violence, you can
- kill the worm. In any case, drop the shovel and get the coin.
-
- Now climb back out, and make another trip to the Dry-Goods store. Drop
- all the treasures, then go back out into the street. Get the candle, then
- wait for sunset. Once it's dark, go into the Saloon. A ghostly square dance
- is in progress (that's what the fiddle strings are all about). Still in the
- dark, do a little dancing, and you will win a prize.
-
- Now you can light the candle. The dancers will vanish, and you can now
- make your final trip to the Dry-Goods store. Drop the cup you just won, and
- say "Score". All right! You did it, you collected all thirteen ghost
- treasures! After all that, why not take a vacation? I know this little
- deserted island that would be just perfect.....
-
-
- ə
- əasures! After all that, why not take a vac