
The last thing you remember is driving in the car with Sarah on your way to meet with the drug 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, and that 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 and that the crooks needed a hostage, otherwise the girl would be dead as well.
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 realize he's one of the crooks. He set you up and because you're dead, you're a convenient scapegoat. Nobody 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 realize 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; their the kind you get from expensive 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 around 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. You can only pick up one thing at a time. When you pick up your first thing, Joe says it won't be long before you can lift something worthwhile.
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'll find a dog. It's making odd noises and has something (a bone) stuck in its throat. "PAT DOG" three times, following it if necessary until it knows you're a friend. "GET BONE". Go to David. He's very scathing about your lack of abilities to move things. "PUSH URN"; it moves, David is impressed and says he'll 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. There's a card on it showing it to be 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. "PUSH SWITCH" in the shed to get rid of the vandals. 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 until 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'll 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.
| Action | Points | Cumulative |
|---|---|---|
| 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) |
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'll come with you to find the crooks.
To pass the green safely, go to the south green and wait until 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'll see what happened. You see yourself burying something in the garden, 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 to find that 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.
There's a stream by the garden but the water makes you nervous. You see a branch on the water and a map on the branch . "COOL WATER", to freeze the water. Get the map, examine it; it shows the crooks' new hideout.
You need 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're reaching to. Joe says he wonders if he could help. Go back inside, "JOE, WAIT 5, REACH THROUGH WALL". Go back to the ivy and wait until 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 listing their gambling debts. You realize 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). "GET BULB, DROP IT, PUSH SWITCH" in the hell and the light goes on upstairs and the ghost screams and vanishes. But now the light upstairs prevents you from going up or turning off the switch downstairs. You must overload the the light circuit. 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.
If you "CONCENTRATE" in the tank in the attic, 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" and the mirror breaks, disclosing an alcove containing 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 department and bring the evidence to their attention or they'll 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 vapor fills the room. "LIGHT VAPOUR, BLOW CURTAINS"; the fire gets a grip, firemen arrive, see the body and realize he was not killed in the fire. They call the police.
| Action | Points | Cumulative |
|---|---|---|
| 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) |
You awake at the start of the third night wondering if you're now strong enough to bend metal and manifest yourself to mortals. There's a priest bending over the grave with two members of the gang, preparing to exorcise you. Go west so you're not exorcised. You can't return to your grave either as a free spirit or by being sent there by light as you'll 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 realize 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.
A shed with a generator is near the farm and there're some connectors with exposed wires, that appear dangerous, at the back of the farm house. You can't enter the barn as that's where you died and the pain drives you back. Examine the hay to find a sprayer and get it. Go to the 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 realize 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 members are in the kitchen playing cards. There's a briefcase there containing drugs and you know you'll need it as evidence. John goes up to the attic to act as lookout 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 until you see movement outside the window and also don't do it straight away as you have to "DRAG" this scenario out a bit! If you wait too long, he'll 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 and 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 until 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 by charging 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 until Weasel arrives again. When he enters, "PUSH HAMMER", which hits him. Sarah comes through. "MANIFEST" again and "SARAH, TIE WEASEL" to tie 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 tires 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 if 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 tires. Wait until 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 exits the barn, it's going slowly because of the flat tires so "GET INTO TAXI". "MANIFEST" inside and you fight with Severian and the taxi slides and crashes because the tires are flat. The police catch the two of them when they run away. The evidence is recovered and Sarah is safe and can give evidence to clear your name. CONGRATULATIONS! YOU'VE COMPLETED SCAPEGHOST!
| Action | Points | Cumulative |
|---|---|---|
| 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 deflates tires 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 | |
| Deflate tires on van | +10 | |
| Police get closer to house | +20 | |
| Bend key | +20 | |
| Fight with Severian and finish | +50 | (1000/1000) |
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