(version 1.0 of this walkthrough -- 11/12/03)
(by Daphne Brinkerhoff -- [email protected])

WALKTHROUGH FOR GHOST TRAIN
               -----------

_Ghost Train_, by Paul Johnson, is available at

http://mirror.ifarchive.org/if-archive/games/zcode/ghost.z8

(you may need to watch for line breaks in the above URL)

This file is a little discursive, including some actions which are not
necessary to complete the game. However, they should make the experience
more enjoyable. The exact phrases you will need to type into the
interpreter are in ALL CAPS.

This walkthrough is based on
Release 4 / Serial number 070503 / Inform v6.21 Library 6/10


ON THE FIRST TRAIN
------------------

Basically your goal is to wait around a few turns. READ NEWSPAPER, TALK
TO INGRID, KISS INGRID, and be sure to X INGRID. She's wearing a
necklace; X NECKLACE. You can take INVENTORY and X TICKET too. Whatever
you do, after a few turns there will be an accident.

AFTER THE ACCIDENT
------------------

Now you're in "blackness. A sleepy unconscious state." You want to WAKE.

Look at the wreckage! No, really, LOOK AT WRECKAGE. You can X BODIES, X
DEBRIS, SEARCH BODIES, and SEARCH DEBRIS too, but it won't get you
anything nifty. Instead go SOUTH. (You could go north, but it would only
take you to an endless set of tracks, so why bother?) X LIGHT and X BOX
here, then go WEST, UP, and WEST again to enter the signal box. You'll
see a ghostly train go by beneath you, but you don't have to worry about
it.

Well, you were looking for a phone, so X PHONE and it tells you how to
use it. TURN HANDLE for some more atmosphere. Next, look at other things
around you. X NECKLACE (look familiar?), X COIN, X LEVER, X PANEL. You
can GET the COIN and NECKLACE. You can PULL and PUSH the LEVER, but I
don't think it does anything useful. Notice that the panel is loosely
attached--PULL PANEL, then LOOK to see what you've uncovered. GET KEY.

That's all here, so EAST, DOWN, and EAST to get back to the tracks. The
strange figure you saw earlier has left a lamp. X LAMP and GET IT. Go on
to the SOUTH. You can X WALLS and X LICHEN for some more atmosphere, and
you can even X WATER and DRINK WATER. Then go SOUTH again.

See the writing on the door? READ WRITING. Then UNLOCK DOOR WITH KEY and
go WEST into...

THE UNDERGROUND RAILWAY
-----------------------

Go NORTH so you can interact with things.

X CLOCK, X POSTERS, READ SIGN. Notice that the train comes at 10:30 and
the clock thinks it's 10:24 right now. Then go NORTH into the waiting
room.

The ghost will call your name, but you can ignore it for a moment. X
BOOKS, READ BOOKS, READ NEWSPAPER, X SOFA, SIT ON SOFA will all give you
more atmospheric messages. Then you can deal with the ghost. X WINDOW
and wait a turn, then the ghost asks "Fares Please". Then X GHOST. He
wants you to buy a ticket, so GIVE COIN TO GHOST.

Okay, notice the clock is ticking again--at 10:30 the train will be out
at the track. But spare a second to X TICKET to see where you're
going... a cemetery... brrr. Then go SOUTH and wait until the train
arrives. Once it does, go SOUTH again to enter it.

ON THE SECOND TRAIN
-------------------

Pay attention to the colors of the carriages here, and write them down
in order. It will come in handy later.

In room #1 (the westernmost room) is a red door which is locked. In room
#6 is a locked door.

Also in that room is a Ouija board. If you hang around a moment, the
spirits will spell out "HELP US" on the board. X BOARD--you can ask it
about things just as though it were a real person. Sometime about now,
you may get strange messages about mice running through the room, or you
may hear footsteps on the roof of the train. That's okay. It's just
random atmospheric stuff.

Go ahead and ASK BOARD ABOUT whatever you can think of, including: ME,
TRAIN, GHOST, TICKET. But to continue, you must ASK BOARD ABOUT INGRID,
and the door to your east will open. Go EAST and be confronted by a dead
man rotting. Make sure you read his description carefully, especially
the mention of his badge. You can't actually interact with him yet,
though. Notice the key--X BLACK KEY and GET IT. *Now* you've woken up
the dead guy. GIVE TICKET TO GHOST and he'll leave you alone.

Return to room #1 (go WEST six times) and UNLOCK DOOR WITH BLACK KEY.
Then go WEST twice to enter the train's cab. You'll see a bunch of
controls, which you may want to fiddle with yourself before continuing
with this walkthrough.

Your goal is to get the train to stop. The brake wheel looks
promising--TURN BRAKE WHEEL. That slowed it, but didn't stop it. PULL
LEVER to finish the job. Then DOWN to get out of the train.

CEMETERY AND CHAPEL
-------------------

Go NORTH to the cemetery proper. X STONES and it mentions a particular
inscription. READ INSCRIPTION--you don't want it to be true, but it is.
Ingrid's gone. Unless... NORTHWEST takes you to a fairy dance. X
DANCERS, and then go NORTH to the chapel.

X CHAPEL and NORTH takes you inside. X INSCRIPTION. X BIBLE and try to
GET IT. You can X PEWS and X LECTERN too, if you want. Then go EAST to
the bell room. An empty room, except for that rope. You can PULL ROPE to
ring the bell, but it doesn't do much for you. X ROPE hints at the
proper thing to do... You want to CLIMB ROPE.

(I like to PULL ROPE again when I'm at the top of it, right next to the
bell. But then, I read Dorothy Sayers' _Nine Tailors_.)

The language here is a little weird. GET PARCHMENT and then X PARCHMENT.
X BOOKS tells you to search for things by name... You saw the name of
the church is St. Gorgon (although it was spelled differently), so
SEARCH GORGON and GET EXORCISM. READ EXORCISM for some colorful
language, but nothing else of use. CLIMB ROPE to get back down ("down"
doesn't work, for some reason). WEST and SOUTH to leave the chapel.

Now, you want to go around back. So NORTHWEST and NORTHEAST. X GARGOYLE
and READ INSCRIPTION. Aha, a clue. Go back to the dancers by going
SOUTHEAST, SOUTHWEST, then SOUTH. Then ASK DANCERS ABOUT GARGOYLE. The
dancer will kiss you, so I like to KISS DANCERS in return. Then go back
to the chapel and do what the dancers said--three times around,
counterclockwise. You'll end up in back of the chapel having a chat with
Satan.

He asks who dares to call him back; TELL SATAN ABOUT ME. You've only got
one thing on your mind, so ASK SATAN ABOUT INGRID. Uh-oh, is there any
way to save her? ASK SATAN ABOUT HELL. (If this is clued, I don't know
where.) Obviously you have to answer "YES". Satan gives you an hour (60
turns) to do what must be done.

You end up at a funeral service, before an open grave. There's no reason
to know this, but you have to ENTER OPEN GRAVE. DOWN takes you to a pair
of eyes, asking about you. TELL EYES ABOUT ME and then go WEST. X HOUND
to get his name. Pluto (and you can try to go down if you want, but
he'll stop you). Go back EAST and ASK EYES ABOUT PLUTO. Now it's safe to
go WEST and DOWN. DOWN again, and EAST to... yet another train.

THE THIRD TRAIN
---------------

X SWITCH to see which way the train is headed now (northeast), then UP
to enter the train.

OPEN BOX to get a message from Ingrid telling you your goal, then go
NORTH to this train's cab.

The controls are mostly the same as the other train, except that you
must turn the switch to face northwest first, using the colored levers.
Here's where the colors of the second train come in handy... Pull the
colored levers in the order that the carriages were colored in that
train (type PULL RED, PULL BLUE, etc.). I don't actually think it
changes with each game--I think it's always RRBBGR (R = red, B = blue, G
= green).

Now you just have to get the train moving. Remember how the other one
was stopped? Well, do those things in reverse. PUSH REGULATOR LEVER and
TURN BRAKE WHEEL.

If you read the plaque, it will give you a hint how you can escape the
demon: TURN DAMPER, twice.

Congratulations, you win!