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Scapeghost


(Level 9)

John R.Barnsley - Atari ST

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!)

Scapeghost
(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!!)

Scapeghost
(Level 9)

John R.Barnsley - Atari ST

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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