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