Scapeghost
© 1989 Level 9 Computing


Instructions
SCAPEGHOST
Alan Chance was on an undercover mission, trying to infiltrate a drugs 
gang. All was going well, but then something or someone alerted the 
gangsters and they killed Alan and escaped, taking his colleague Sarah 
as a hostage.

His fellow police falsely blame a mistake of Alan's for tipping off 
the criminals.

Alan has three nights as a ghost to disprove this false accusation, 
clear his name and gain revenge. Use his detective skills and growing 
spirit powers to delay the gangsters, track down thier new hideout and 
bring them to justice.

OK.

The light remained off. Ace made as if to applaud, but thought better 
of it.

> IN
I went inside and found myself in the vestry of St. Amiga's chapel, 
listening to the drone of PC fans and prayer disks. I could see a 
bell, a bottle and a candle.

> SCORE
I scored 15 out of 1000.

> RAM SAVE
OK. (Before doing anything with these strange objects, save the 
positions in Ram - i.e. in the computer's memory - in case you 
encounter difficulties and want to return to this point, using RAM 
LOAD. To save on disc or anything else use SAVE and then LOAD)

> EXAMINE ALL BUT THE CANDLE
Bell: it was a small golden ornament. Bottle: as I reached for the 
bottle of holy water, I felt my strength drain away. I could not move, 
even to step back from the bottle !

> RAM LOAD
Ok. I was inside St. Amiga's chapel, listening to the drone of PC fans 
and prayer disks. I could see a bell, a bottle and a candle.

> TAKE BELL
I took the bell. I dropped the key. (Ghosts are relatively weak and 
cannot levitate many things at once).

> GO TO MEMORIAL (letting the computer work out the route. Press any key
to abandon this type of "high level" command).

I floated north and was outside St. Amiga's chapel of rest.

I floated north and found myself beside a fallen oak tree. I floated 
east and was outside the Sinclair family vault. Exits led west and inside.

> RING BELL
Slowly and with a great noise, the side ot the vault swung 
open.....................................

HINTS
Draw a map (or a series of maps). Remember that the EXISTS ON command 
lists all the paths from each location.

To make life easy for you, the objects that matter in a location  are 
normally listed in a sentence like, "You can see Ace and a key". 
Examine all the objects that you see. Most are useful.

Use the "high level" commands, such as GOT TO CHAPEL, RUN TO SHED, 
FOLLOW DOG, WAIT 5, WHICH DO THE WORK OF MANY INSTRUCTIONS.

Pressing a key "breaks" out of such commands.

Try everything you can think of even weird or dangerous actions 
sometimes provide clues, and might be fun. You can use UNDO (or Load 
if you have previously used SAVE) to recover if the results are	"fatal".

You can word commands in many different ways. For example, if there 
were an axe and a ball on the ground, you could take the axe by:

> GET THE AXE
> TAKE AXE
> GET ALL BUT THE BALL
> LOOK AT THE AXE AND TAKE IT

If the game doesn't understand your command, try rephrasing it and 
	using synonyms. If the game still doesn't understand, you are 
	probably trying something that is not important.

HINTS FOR PART 1
* build up your strength as a ghost:
* recruit your fellow spirits:
* buy time by delaying the gang's criminal plans

HINTS FOR PART 2
* once in the gang's old hideout, collect clues to help the police 
	work out where they have moved to;
* allert the emergency services and make sure that they
  trip over something really dramatic, so they know foul play 
	is involved.

HINTS FOR PART 3
* distract the lookout while the police are arriving:
* rescue the hostage and prevent the gang destroying
  the evidence.
  
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Typed by THE PERFECT CRIME. Edited by PARASITE.
For more Amiga documents, visit www.lemonamiga.com