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