Scapeghost



Game System: Commodore Amiga
Cheat Category: Solution
Game Company: Unknown
Game Category: Unknown
Hint, Cheat, Walkthrough:  

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!!!)


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