| S C A P E G H O S T | |
| (Level 9) | |
| 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!!) | |
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