The Solution

 


Ok, you've asked for it. So here it is. I've done my best to make this a little bit 'peek-proof', you won't have to scroll through a whole solution to get the one answer you're looking for.

So. Click here for November Graveyard.

Here for Haunted House.

Here for Poltergeist.

 Here to change your mind and go back to the main Scapeghost page.

LEVEL 1:- NOVEMBER GRAVEYARD.

In which our hero learns to make friends and influence people.

1) "How do I get into that blasted shed?"

This is the level's key puzzle. Once you've opened the shed, solutions to a couple of other problems become obvious.

2) "I can't get that character to follow me! Why not?"

There's no such thing as a free lunch. All the characters will be happy to help, once you've done them a favour…

Joe. Edith Dean. Colonel Rycroft. Bert. Edna. Violet Conway. David Ridge. The dog.

3) "I can't pick anything up! What do I do?"

You sad chump, you've fallen at the first (and easiest) hurdle. You're supposed to build up your strength by picking up small objects, and working your way up in weight. Start with the thistledown. The heaviest is the twig. As for the objects in between, you'll just have to experiment.

4) "What do I need to do to complete the level?"

You have to prevent the drugs gang from retrieving the drugs stashed in the vault. To do this, you have to do something that doesn't really make sense, it took me ages to figure out.

5) "I tried the solution to question 4, and they all moaned about the lights!"

<sigh> You'll be wanting to switch off the lights then, won't you?

6) "All right, the lights are out, but the combined efforts of myself and the other ghosts don't seem to be enough."

Are all the ghosts with you? As far as you know? In that case, you probably need another ghost

7) "Yay! It worked! That's a cool picture, isn't it?"

Yes.
 
 
 
 

LEVEL 2:- HAUNTED HOUSE

In which our hero gets to smash up a house while retrieving scraps of paper.

1) "Every time I try and walk up the road, I get caught in the car's headlights."

The cars don't have anything against you personally, and avoiding them is fairly easy. When you arrive at the house, make sure you explore it thoroughly. Explore the kitchen, the living room, examine everything, go upstairs…

2) "I've just arrived at the house. What's Joe talking about?"

This is your first opportunity to use one of your cool bonus ghost powers.

3) "I know I'm looking for evidence, but where is it?"

There's numerous pieces of evidence scattered about. I don't know whether it's compulsory to leave them all lying in the hall, but it seems neat.

The map. The card. The briefcase. The bookmark. The scrap. The surprise.

4) "Every time I go upstairs, Joe has to drag me back to the hall."

The level's key puzzle.

5) "I think I've covered everything, now how do I finish this level?"

You've collected all this evidence for the authorities, now you just have to make sure they see it.
 
 

LEVEL 3:- POLTERGEIST

In which our hero catches up with the villains of the piece and justice is served.

1) "How do I stop my grave from being exorcised?"

You can't. The best you can do is to avoid being banished along with it. Leave.

2) "The two villains have gone, and there's nothing to do in the graveyard."

<sigh> You were… supposed… to… follow… them…

3) "How do I get into the house?"

You have to engineer one of those power cuts that Weasel and John complain about.

4) "The lights came back on and I was banished / trapped in the attic!"

There's one object that you didn't see fit to fiddle with, for some reason.

5) "These policemen are pretty stupid, couldn't they just come in unmarked cars so the lookout doesn't see them?"

Yeah, well, I have to admit I wonder why it didn't occur to erect a couple of roadblocks, they do seem to be pretty lax considering they've been handed an international gang of cop-killer drug smugglers on a plate. In any case, to clear your own name you have to compensate for their incompetence. You need to distract the lookout five times. That's one, two, three, four, five times.

6) "I suppose I have to rescue that silly bint, Sarah?"

Hmm, that's the one, the girl that helped the crooks capture and later shoot you. What can I say, your character's all heart.

7) "Care to give me a clue on this one?"

Well, you clearly need to get rid of those ropes. They're too heavy to manipulate, so you can't untie them.

8) "Sarah's free, but what do I do about that guy who keeps checking on her?"

Exactly what Sarah hints very strongly at.

9) "What use is Sarah anyway?"

Right. You need her to disable the taxi in the shed (which you can't do yourself). Then you should try and find somewhere for her to hide.

10) "Disabling the taxi, right. Speaking of which, how do I stop the gang escaping in the van?"

Well, there's two things you need to do. The first is obvious, and the second is less so.

11) "I've done everything you've said, and the taxi still manages to get away. I'm a perfectionist, tell me how to catch the Professor and Severian."

Shan't.

12) I think that covers everything, actually. If I've missed a point, or if my explanations are unclear, please e-mail me for clarification. I spent years (literally) falling for the red herring of the briefcase. Assuming you had to make some sort of grab for it, I spent ages devising increasingly silly schemes, none of which worked. Obviously. One of the things that bothers me most about this solution is that the final puzzles seem so obvious now, making me feel rather silly. Oh well, such is life.

JOE

Joe's as good as his word, and he will indeed help you after you finish his tour of the graveyard. Just follow him round until he's introduced you to everyone.
 
 

DAVID RIDGE

This rather arrogant chap is fairly easy as well. Just rock the urn by his grave. You might need to have built your strength a little beforehand, but that's a different question…
 
 

COLONEL RYCROFT

You need to work out how to get rid of those vandals that upset him so much.
 
 

You need to get into the shed, and switch on the light to scare the vandals away. But hold on! If you press the switch, you get zapped back to your grave and lose points! Perhaps you should ask one of the other ghosts to go and do it for you… Pretty cowardly, but at least your score's intact!
 
 
 
 

EDITH DEAN

You need to 'free' Edith from her 'curse'. It sounds a little melodramatic, but maybe she's speaking in more literal terms than you might imagine.
 
 

You need the dog. You then need to go to the hedge, where a strange object is just out of reach. It turns out to be a battered copy of TIME magazine. Try and take it, and when the dog gets it, go to Edith. She'll make a really poor pun about the 'end of time' when she sees the dog.

(There is an alternative (and more destructive) way of solving this puzzle, but you'll have to find it yourself)
 
 
 
 

BERT and EDNA WILMOTT

These two come together. Bert is not about to give up his wreath, so it's clear you're going to have to find Edna's. It's lucky the dog can carry the wreaths.
 
 

If you took the time to follow the cemetery supervisor on his cart before sunset, you'll know that Violet's wreath is on the compost heap! Luckily the dog will pick up wreaths for you…

What's this? The ungrateful woman doesn't want her wreath! Oh dear. Tragic as it might be for you, you have to give Edna the wreath from your very own grave (and put Edna's card on it) to stop them arguing.

Still, if you feel that strongly about it, you can always get the dog to put the wreath back by your grave once you've got the pair to follow you.
 
 
 
 

ALEX PYM

This extra ghost is the only one not included on Joe's tour. He likes to disguise himself as a statue. Well, you would, wouldn't you?

He's less of a pain than most of the others in that he'll help you as soon as he's awake. But where is he?

You've probably passed some jumbled stonework in your travels. Examine it. A plinth and some carvings. Examine the plinth. A statue's on it. Examine the statue. A man with his eyes closed? Odd. I always hit the statue, I don't know if pushing it has the same effect.
 
 
 
 

VIOLET CONWAY

If you return to Violet's grave with Joe after his tour, the two will have a conversation about possible ways to let Violet know where her grave is so she can wander about. Her bush makes a little noise, but how can you make that noise loud enough for her to be able to hear it from a distance?
 
 

If you took full advantage of the moves between the funeral and sunset, you'll have nipped into the shed while it was still open. You probably saw a bell in there. You need to get the bell and tie it to the bush so it jingles in the wind. You need to get that shed door open first though…
 
 
 
 

SWITCHING OFF THE SPOTLIGHT

If you've spent many fruitless hours trying to vandalise the light itself, don't worry, so did I.
 
 

In fact, you need to switch off the spotlight from inside the shed. Use the button. It's a bit stiff, so you need to have two ghosts pushing it at the same time. You must know how to do that to have got into the shed in the first place.
 
 
 
 

THE DOG

It won't help you at first for two reasons. It's scared of you. And it's got something stuck in its throat.
 
 

To stop the dog being afraid, pat it until it becomes friendly. To solve its throat problem, simply take the bone. It may wander off while you're stroking it, just follow it. Once you've got rid of the bone, it will run off for a while, but it will come back, and follow you around automatically (although quite slowly). If it's in the same location as you and you try to pick up a heavy object (ie, wreath), it will pick it up for you. It's a nice dog.
 
 

THE SHED DOOR

You need to pull all three levers in the lock and turn the barrel at the same time. Clearly, you need help with that. When you've got three ghosts in your posse, go to the shed and try again.
 
 

To get them to pull the levers at the same time, you have to instruct them to wait. Tell the first ghost to wait three turns before pulling a lever (don't forget to specify which), the next one to wait two turns before pulling a lever, and the third to wait just one turn before pulling the remaining lever. Then type: TURN BARREL. It might take a couple of attempts.

To actually open the door, you need to have the dog with you. Pull the rope handle, and the dog will do the rest.
 
 

HOW TO FINISH THE LEVEL

You need to block access to the vault with the drugs in, so the criminals won't be able to remove them.
 
 

Ok, this is really weird, but to block the vault you have to push the thermometer on the church wall. For some reason, this causes a storm which brings the wall down on top of the vault. Joe hints vaguely that the first storm will bring the wall down, but this is a really dodgy puzzle, frankly.

Make sure you've got all the other ghosts with you, and push the thermometer. They will follow suit. When the last one pushes, the wall comes down and the level's over!
 
 
 
 

AVOIDING CARS

Simply go north from the cemetery to the first stretch of road. Wait until the last turn before a car zaps you, then go south to safety. Go north again and you should see the red tail-lights in the distance. This means it's safe to carry on up the road to the house, although you can't stop for anything. Important: Have Joe with you. It's too much hassle to go back and get him.
 
 
 
 

A VISION OF NASTINESS

Joe's absolutely right, a nasty event has left its stain on the house. If you concentrate, you will summon up a vision of those events, which should give you some useful clues.
 
 

The verb you need is in the previous sentence.
 
 

THE MAP

This is caught in the ditch near the kitchen. Of course, ghosts can't cross running water, so you'll need to think of a way of getting to it…

You just need to use another of your cool ghost powers to get it. Remember at the start of the level, Joe suggests you might now have the ability to heat things up or, more importantly, cool things down…

Cool down the water.
 
 

THE BRIEFCASE

It's behind the mirror. To get it, you'll need to break the mirror. You can't do that on your own, you'll need special equipment.

Use the extension cord to smash the bathroom mirror.
 
 

THE CARD

It's buried in the garden, you just have to reach into the ground to find it.

Of course, you don't know exactly where to 'dig', do you?

When you summon up the vision of the house, you should see your past self bury the card, thus fixing it's position for you.
 
 

THE BOOKMARK

Actually an envelope with the postmark of the gang's hideout, for some reason this 'evidence' has been left in the phone book. But pulling it seems to require more strength than you possess alone.

It's another of those multi-character things. Just ask Joe to pull it at the same time as you (see general clues on the main Scapeghost page)
 
 

THE SCRAP

Lodged in the chimney. For some reason, it's impossible to get at it from inside the living room, so you have to go round to the outside of the house and dislodge it by reaching in through the wall.

You don't know exactly where to push to dislodge it from the outside. To give yourself a reference point, you have to ask Joe to wait for a while, then push his hand through the wall. While he's waiting, nip round to the outside. When you see his hand waving around, that will fix the position of the fireplace in your mind.
 
 

THE SURPRISE

There's something nasty in the water tank. It's a bit more difficult to get it to the hall than most of the other pieces of evidence, however…

This is one of those fun but tasteless puzzles. You need to get the extension cord. Freeze one end to the… evidence. Put the other end behind the panel in the grandfather clock and close the panel. Push the clock, and gravity will do the rest…
 
 

THE STAIRS

Clearly, there's no way you're going to get up those stairs as the situation stands, even with Joe's help. How to banish the problem? Well, what usually sends your character into limbo?

Once you've removed the bulb in the hall, press the light switch. That deals with the immediate problem, but now it's too bright to go upstairs. Obviously, there's a solution, but that's another question.
 
 

ENDING THE LEVEL

You have to summon the authorities to the house, only the telephone isn't working. Still, a good fire always brings everything running.

Push over the bottle of whisky, and ignite the puddle. That's a nice little blaze, but it's not quite enough. Be very sure you've done everything else in the level, and push the curtains. If you've done everything else, that should be it.
 
 

THE LIGHTS

Go back into the kitchen, get the bulb out of that lampholder, and replace it with the kitchen foil. Press the lightswitch, and you'll blow the main fuse.
 

POWER CUTS

You need to short out the power to the house using a metal object. There's only one thing that fits the bill, really.
 
 

Put the empty insecticde sprayer (from the pile of hay) over the connectors.
 

STAYING IN THE DARK

You need to make sure the power stays off.
 

Press the circuit breaker switch in the cupboard in the hallway of the house.
 

DISTRACTION ONE

Try making the curtains move in a haunting fashion.
 

DISTRACTION TWO

Remove the bulb from its socket. Dropping it should make enough of a noise to frighten John.
 

DISTRACTION THREE

Your cool ghost power of freezing people can be used to scary effect as well.
 

DISTRACTION FOUR

Zapping them with static electricity can be quite unsettling as well.
 

DISTRACTION FIVE

A true sucker for the classics, the old creaky stair. As pushing it involves leaving the attic, make sure you give yourself at least two moves before John spots the police movements.
 
 
 

FREEING SARAH
 

Step one: Make yourself visible. It's pretty obvious, so I'll give you the verb you need. MANIFEST. Strangely, this is the one ghost power that doesn't frighten the lookout. Odd.

Step two: You need to cut the ropes with the broken lightbulb. To get the bulb into the cellar, you need to wait for Weasel to open the door so you can enter easily. He does this fairly often, as he enjoys gloating.

Step three: Shove the hammer from the shelf when Weasel enters. That should knock him out for a few turns. When Sarah arrives, you need to make yourself visible again and tell her to tie him up using the ropes.
 
 
 
 

DISABLING THE TAXI

The lingering visions of your own death prevent you from seeing to the taxi yourself, so you need Sarah to go deep into the barn to disable it for you.
 

Tell Sarah to go to the taxi and deflate its tyres. After that, there's nothing she can usefully do, so tell her to go and sit in the cupboard for ever and ever.
 
 
 
 

DISABLING THE VAN
 
 
 

As with the taxi, you need to deflate the tyres. But you also need to bend the ignition key. John 'Q' carries it. For extra entertainment, bend the key while Jude is in the room. 1