Ghost in the Sheet
Ghost
in the Sheet
by Cardboard Box Entertainment
Walkthrough by MaGtRo May 2007 version
1.04
Gameplay: The main menu has
new game, load game, options, save game and exit. Resume game is seen later
during gameplay access. The options menu has the
music, sound and speech controls. Left mouse button selects an active item,
right mouse click changes to normal cursor. Press tab to show the exits and active spots in a screen.
Left click of mouse skips intro and dialogues.
A recently dead man recalls how he came to be in the afterlife.
He was ran over by a truck. He goes through a lit tunnel and comes out covered
in sheet. He meets the Boss of a Ghost catching organization which he is now an
involuntary
member. The ghost is told that if the sheet is removed or taken away, the ghost
will cease to hold together and wind will blow him apart.
During the first case briefing, the ghost is told that
someone or something is interfering with ghost catching. Mortals are dying but
their soul never reach the tunnel. An abandoned factory needs to be
investigated. Paranormal skills are learned as experience grows.
Telekinesis is given as a start skill.
He is ghost… in the sheet.
After the travel through the pan dimensional portal, a
training part shows the gameplay manipulations. The left mouse button when
placed on an active item will show a description at the bottom of the screen.
The upper left icon(s) shows the paranormal skill. The top one is the
telekinesis skill. Paranormal skills when gained can be used by clicking on them
or using the buttons: F1, F2… Right mouse button toggles the paranormal skill
usage to go back to the normal cursor. ESC key accesses the main menu.
Note: This game is non-linear. This walkthrough is
just one approach to the game.
Get to the factory:
Enter the station – Outside a cable trolley
station, check the door and see that it is locked. Check the cover of the
cellar door right of the main door. The cover is not locked.Click on the telekinesis skill and then use it on
the iron bar on the ground. Move the bar to the cover of the cellar and then
click.Enter the hole or the cellar door.
Fuse box – Use telekinesis on the switch of
the fuse box. This brings power to the trolley station above.Climb the ladder at end of the hallway.
Trolley – Look around and check the trolley.
We still need to power it up.Check the writing on the left wall. Death to
lady birds.Enter the door (hole) on the left.
Office – Look around and see a glowing
strange brick on the floor. Use telekinesis on brick.Diary – Read the diary underneath the
brick. Learn about Niels’ glowing report on this factory, Hansen and Larisa.
The progression of Hansen’s worries and suicide. Niels seeing a man go down
the storeroom, his changing the codes 3 times and Larisa’s pregnancy.See Niels Grossenson’ employee card no. 3822 on the
next page of the written diary.Green trolley machine – See a green machine
in the other room. This powers the trolley outside.After flipping the switch in the fuse box at the
cellar, this machine is now powered.Look close on the drawing (manual) above the green
machine. It shows the switches of the green machine below.
Review-click in close up view on the
manual-drawing on the wall. GITS says: All the (bottom) buttons
must be pressed and all the (top) lights must be on.Play around the lever and switches using
telekinesis.Power the trolley – Flip the big lever on the right.
Use telekinesis to pick up the pencil. Use the
pencil to push all the big red buttons on lower left.Right lights – Use the pencil on the
small button pushing them from left to right: 1 3 4 2.Left lights – Right click to drop the
pencil. Use telekinesis on the flip switches and study the number of
lights lit by each flip switch.From left to right, flip switches: 1 2 3 1 4 1.
See that the cable-trolley is now powered.
Trolley-cable car – Exit and enter the cable
car. Listen to the radio.Use telekinesis on the lever on the stand outside
(left) of
the cable car.See a cutscene of the trolley ride across the gap.
Look around the factory:
Ghost in the sheet (GITS) learns a new paranormal
skill – push on things (buttons, doors…).Garage-Cableway – This is the blue colored
area in the plan. Look around and read the notice on
the left of the window. It states to ‘In no case open’ something.Report – Read the report written by Scott
Piper on the desk about a factory fire and
part of Hall B fusion unit was destroyed.Junk – Look at the pile of junk done
recently in front of the bottom part of the cabinet right of the window.
There’s strange sound coming from in there.Check the top part of the cabinet and see a sleeve
of an asbestos suit.Acid – Look at the pipe on the ceiling
dripping green acid.Collect acid – Check the pot on the
table.Use telekinesis on the sleeve of an asbestos
suit at top of the cabinet.Drop it inside the pot.
Use telekinesis on reinforced pot and use it o
the acid of the ceiling pipe.Monster – Use the pot filled with acid on
the junk piled in front of the cabinet.Oh my, a monster flies out and makes a hole on the
door behind the grate door.Open the grate door – Look close at the keypad on
the desk.Use push skill to enter Niels employee number –
3822.The grate door opens. Enter through the hole in
the door made by the monster.Corridor –
This is the red colored area in the plan. Look around. See that Hall A (red
line) is to the right and Hall B (black line) is to the left.Read the scattered documents on the floor about
Sector Omega Annual Report.Read the heading paper on the floor and learn about
Kurt’s apology letter to Ellen.Examine the Notice on the left wall written by Niels.
He cautions about calibrating the gas. Pipes are clearly marked.Read the paper on the left wall and see another
chart of switches and gauges. Remember this drawing.Hole on the floor – Look at the blood
smears on the floor going down the hole.Click on the hole and talk to Jacques Dirac, the
porter of the Section Omega.He doesn’t believe about ghost in the sheet. Talk
to him completely.Pull Jacques up the hole and oops! Now, Jacques
Dirac joins the ranks of the ghosts. Welcome aboard!Hall B – Go left of the corridor and be at another
corridor. Check things in this corridor.Try to enter the door to Hall B and see that it is
locked.Hall A – Go back down to the other corridor and right to Hall A.
Look around at the crates, papers on the floor,
buckets, notice board on the left wall and the conveyor right of the notice
board. One paper states there was a fire in Hall B.The door on the left is the door we came through in
from the corridor. At the center and way back is the door to the
entrance-arriving hall.To the right screen is the other part of Hall A. Go
right and look around.Dark Corner – To the left under the green
metal platform is a dark corner. Check it out and see bucket and pipe (hole).
Look in the hole-pipe that has something stuck inside but cannot make it out.Top view of Hall A – Pull back and climb
the ladder. See the expanse of Hall A from above. You are actually looking
at the area you are standing in from afar. You are at the top of the green
platform on the right of the screen.Click on the strange machine at the top of the
green platform.Tube post – Check the tube post on the wall
at far end. See that the monster from the garage cabinet is now inside the
tube post. There are 2 capsules on the table: one open and one closed.Back up twice to see the top view of the hall
again.Passage – This is the gold area in the
plan. Move cursor to the bottom of
screen to go to the passage.This is the passage that connects Hall A and Hall
B from top level.Midway look at the view-through on the left. See
lights floating around.Go forward and enter Hall B. See the top view of
Hall B while standing on the catwalk.Go back to the passage and Hall A. Click on ladder
of the green platform to climb back down.Go back twice to be at the first part of Hall A.
Entrance (Arriving) Hall – Enter through the door at far
wall of Hall A.See the door that you came through just now on the
left. At the center is is the door to Hall B. It is
locked.Go down the hall by clicking at the bottom of the
screen. See the Cloak (Dressing) Room and the Lobby.
Meet other entities:
Lobby – This is brown area in the plan. Enter through the Lobby door. The
door you just entered through is at right.Meet Jacque Dirac the porter ghost, the man that was at the
hole in the corridor earlier. He is justifiably angry.Talk to Dirac. Select dialogues: Stop whining and
death makes us all equals. Then choose: Be glad you don’t have to look
at the mess around here. Dirac has a whole new perspective now.Now talk to him completely and learn about the
different characters and Sector Omega. Nobody knows what is made in this
factory. Learn about Ladybirds. Kurt sounds like he can come and go through
the factory secretly.Dirac wants the fan repaired.
Study the plan on the wall below the broken overhead
fan.Other side of lobby – Press tab on your
keyboard to see where the exits are located. Go left in front of Dirac.Read the papers on the floor by Dirac. Learn about
needing gloves during fuse manipulations.See that the door to outside is barricaded. The
door to the storeroom is to the right. It is locked.Back up and while standing in front of him, talk to Dirac
about the locked storeroom.He wants you to eliminate the rats infesting the
storeroom.Storeroom – This is the blue area in the
plan. Look around at things in the room.Niels’ letter – Be sure to read the letter
on the floor at extreme right and in front of the shelves. It is Niels’ last
letter to Larisa.Rats – You promised Dirac that you will
eliminate the rats.Use telekinesis on the paving stones at center of
the floor.Use the stone on the rat hiding behind the box on
the floor.The arcade puzzle starts. See the rats and the
floating stone from top view.Click to hit the rats. There are 6 of them.
Icky – try the bypass: press the backspace key.
Locked cellar door – Look close at the door
at the far wall.The door to the infamous cellar is locked by a
keypad. Remember the notations in Niels’ diary.We’ll get back to this later.
Go back to the lobby and out the door to the
Entrance Hall.Cloak (Dressing) room – This is the dark
brown are in the plan. Enter the cloak room.The wood door ahead is the door that you entered in.
Lockers – Check the different lockers.
Use the push skill to open and close the rightmost locker
door to see if there’s anything inside.Go down the bottom of the screen. Check the
lockers on this side. Use the push skill to open the locker right of the one
where smoke comes out of.Check the paper that has names and number and a
drawing of 2 opened lockers.Check the locker left of the smoking locker.
Scott Piper, the Fireman – Click on the smoke coming out of
the locker second from right.Talk to the fireman completely. Learn what Hansen
told him and the cellar.Learn about the Hall B fire and what happened
here.Take note of the No Smoking sign and Ladybird
writings on the wall.Enter the door on the right.
Shower room – See a shadow of a woman
showering.Talk to Larisa several times completely. Convince
Larisa that she is a shadow: Larisa, you’re just a shadow; Larisa listen
to me.Once you convinced her that she is also a ghost;
ask about Niels.GITS tells Larisa about the diary and the letter
in the storeroom.Talk to her again completely. Learn about the
code, ladybirds and Sector Omega.Exit the shower room and then the cloak room.
Learn more skills:
Storeroom – Go back to the Lobby and then
the storeroom.Cellar door code – Go close to the cellar
door and see the keypad.Based on Niels’ diary, the code was changed 3
times. Also remember what Larisa said about the code.July 19th code – 5 2 9 0
July 24th code – 6 1 0 9
Aug. 7th code – 7 0 1 8
Take note that the numbers changes by one up or
down.Following the sequence above:
Aug 11th code – 8 9 2 7
Aug 22nd code -9 8 3 6
Aug 23rd code – 0 7 4 5
Use push skill to enter 0 7 4 5 and then ‘open’
on the keypad of the cellar door.Cellar – Go down the steps.
Power box – Look close at the power box.
Open the brown fuse box using telekinesis.
Press the 2 red buttons using the push skill.
Ahhhhh! You should have remembered the paper on
the floor in front of Dirac’s station.GITS now has electric surge skill.
Look right of the power box and see darkness.
Now, where can we use this new skill? Ah, at the
floating lightsHall A – Go back out of the cellar,
storeroom and lobby. Go down the hall and enter Hall A.Passage – Go down the hall at right screen.
Climb the ladder of the green platform. Go to the bottom of the screen once
you are up looking down at Hall A.Light Bugs – Once at the passage, look left
at the view through on the wire wall.See light bugs. Use the electric surge skill on
each of the light bugs.See that they coalesce into one big light bug at
the center when
zapped.Click as fast as you can before the coalesced
light starts to disperse again.Good luck! Too fast? – try the bypass: press
the backspace key.The coalesced light bursts and taught GITS to
summon light.
The Monsters:
See the boss watch how GITS is progressing in his
investigation with Oozy, the sleazy assistant.
Now where can we use this new light skill? There are
some darkness that we have seen in the factory.Garage cabinet – Go back to garage.
Exit the passage by going back to Hall A.Climb down from the green platform using the
ladder.Go down to main Hall A and then through the left
door to get to the corridor. Go down to the garage.Use the light skill on the darkness of the lower
cabinet at center of screen where the monster was hiding before.See and then read the document. Hansen wrote about
Sector Omega. He found the cellar door opened He set a trap and saw a
huge monster. That is when he started changing the cellar code. Hansen went
down the cellar again and found ladybirds instead of the monster. They
revealed something to him by leading him through a passage where he saw the
Big Boss but he was also seen by the boss. The letter ends there.GITS suspects that it is his self proclaimed boss
that is behind what is going on.Cellar – Let’s check the cellar’s darkness
now. Go through the hole on the door to the corridor and then right to Hall
A.Exit through the center door at the back wall to
the Entrance hall, then lobby and then storeroom.Hungry monster – Go down the cellar and use
the light skill on the darkness right of the power box.It is Hansen’s monster. Fooooood! Talk to the
monster completely.Convince the monster that GITS can not be eaten.
I am ghost. And that GITS is not good to eat by telling him to:
Observe this sheet. GITS promises to find him something very tasty.Factory circuit panel – Look left wall by
the monster and see the factory’s main circuit.Let us bring power to other place that we have not
checked yet.Push down the lever of Hall B and then flip the
left and the right switches beside it. Leave the middle switch off since the
lever stays down only for 2 switches that are on.
Hall A – Pull back and go back to Hall A.
Then go down the hall at right screen.Tube post monster – Climb the ladder and
click on strange machine at top of the green platform. Go forward to the
tube post.See garage monster still inside the tube. Use the
electric surge skill on the monster in the tube.It flies through the tube and hits a staircase.
Enter and check out Hall B:
Hall B – Click on the tube post opening to
follow the monster.Come out of the post tube and be in one part of
Hall B. See the staircase broken by the monster’s impact. Try
to climb the stairs.See a mysterious door on top of the stairs. Read
the paper on the floor.Down the hall – Go to the bottom screen to
go to the other side of Hall B.Go to bottom of the screen (out of the hall) to
unlock the door that leads to the Entrance Hall.Go back inside Hall B.
Car – Look around and see a car hanging
from chain. The car’s front wheels have no tires.The car has a lever for ignition and petrol
tank. Try to push the lever and the car will not turn on.See a ‘something’ and a bar on the floor.
Open the locked cabinet:
Locked
cabinet – Check the locked cabinet on the left post. See that the
cabinet has a small hole.Try to use the bar on the hole and see that it is
too big to fit. Hmmm…Left side of Hall B – Go to left screen.
Look around at the papers on the floor, barrels, hole on the ceiling and
cart.See also gas canister, conveyor belt and fusion
unit.Click at bottom of screen (out of hall) to unlock
the door that leads to the corridors.Go back inside Hall B.
Bring gas canister to the right side of Hall B
– Telekinesis the gas canister to the right conveyor belt.Power the conveyor belt – Go to the fusion
unit. Read the note on the wall. Green turns off and red turns on.Use the push skill on the red button. Nothing
happened.Use the light skill on the darkness of the open
metal door above the red button. See that wires are cut.Use electric surge on the wire. See that the
conveyor belt moves one surge at a time.Move the canister until the end of the conveyor
belt by continuous use of the electric surge.Alternate the electric surge on left and right
wire to get it to move one way – Alternating Current. 🙂Sharpen the bar – Go right to other side of the
hall.Use telekinesis to carry the gas canister and use
it on the petrol tank of the car.Use push skill on the lever of the car to start
it.Use telekinesis to carry the bar from the floor to
the bare spinning wheel of the car.Use the sharpened bar on the locked cabinet and
the cabinet is now opened.
Gas Control panel – Push the lever of the opened cabinet. If the green
light at top left of the cabinet is not lit, go back to the factory circuit
panel left of the hungry monster at the cellar and push the Hall B lever and
flip the left and the right switches beside it.The cover to the factory’s main gas control panel
stand is opened. Go down to the stands.See the brown control panel has a setup similar to
the drawing at the corridor.Turn on the fan for Dirac – Go to the red
gas control panel. See the sign on the wall – Lobby fan+.The light is on the sliding lobby fan lever. Push
the lever to the ON position by clicking the push skill on the ON word.Go back up and exit Hall B at bottom of screen. Be
at the Entrance Hall. Go down the hall and enter the lobby. See that the fan
is still not moving.Go to storeroom and down to the cellar. Go to the factory circuit left of the hungry
monster.Flip off the left switch of Hall B and flip the switch of lobby
using the push skill. Push the lobby lever down.Go back to Dirac at the lobby and see that the fan
is now working.
Learn what the factory makes:
Talk to Dirac about the repaired fan. He teaches a
new skill – wind.Secret of the lockers – Go to the cloak
room and talk to the smoke coming out of the locker – Scott Piper.Talk to the fireman again about the fire
(triggered by reading the report on the desk at the garage). Learn about the
thief and unassigned lockers were opened.Go back to Dirac and ask about the thief in the
dressing room. Hansen was in the dressing room and he was punching the No
Smoking sign.Open the secret locker – Go back to the
cloak room.Reread the paper in the opened locker right of the
fireman that has names, number and a drawing of 2 opened lockers.Note also that #1 is underlined on the bottom name
(Cassidy) while #2 and #3 are underlined at the name (Vic) above.Remember that there are 3 lockers in the cloak
room that you can open-move-push the doors in 3 positions (not including the
close position).Open the locker on the right while facing the
boarded wood door to the 1st position from close using the push skill.Face the lockers where Scott is smoking his pipe.
Open the locker left of Scott to the #2 position
from close and the locker to the right of Scott to the #3 position from
close.Push the ‘No Smoking’ sign on the wall of the
cloak room.The locker at immediate left of the No Smoking
sign opens.Look at the little box inside the locker – XV –
D400. It is empty.
Promise to keep:
The Big Boss calls his sleazy servant, Oozy to
take care of Ghost in the Sheet!Larisa calls to GITS. Talk to Larisa in the shower
room. Learn that Oozy is now at the tram, no – he’s here! Run!Note: If you do not see the cutscene of Larissa
calling out to you; be sure that you have:1. Read the letter hidden in the garage cabinet.
2. Found the strange device box in the dressing room.
3. Made an agreement with the cellar hungry monster.
4. Have visited hall B.
5. Talked to Larisa about Niels’ letter found on the floor in the Store
Room.Ghost chase – Save game here! See a plan of
the factory.GITS is up on the top at the shower room and Oozy
just got off the tram.The aim of the puzzle is to get Oozy to chase GITS to
the cellar.At the start of the chase, be sure to keep Oozy
with one room separating the two ghosts.The places that are available to go to are
highlighted in blue.
The way I did this is: Shower, Cloak Room,
Entrance Hall left, Hall B, Entrance Hall left, Entrance Hall right,
Entrance Hall left, Hall B (Oozy should stand at bottom part of Hall A), Entrance Hall
left, Entrance Hall right, Lobby, Storeroom and then Cellar.Watch how GITS kept his promise to the hungry
monster. Hear munching sounds in the dark.Look down and see a bone, the only thing left of
Oozy.Talk to the monster to fix the staircase. Oh well, okayyyyyy.
The monstrosity fixes the staircase.
Enter the Office:
Climb the staircase in Hall B. Check the Office
door. It is locked.Dark Corner pipe – Go to Hall A by going
down the stairs, to the hall at bottom screen and out the hall.Enter the door on the left to be at Hall A. Go to
right screen and then to the dark corner below the green platform.Time to check what is inside the pipe. Use the
wind (draft) skill on hole of the pipe.Watch the severed hand gets blown out of the pipe
and lands on the table below the tube post at Hall A.Transport the key – Back up and
climb ladder of the green platform.Go to strange machine at top of the platform. Go
forward to the tube post and the table.See that the severed hand (?Kurt’s) is holding a key.
Use electrical surge skill on the hand to get
the key.Use telekinesis on the key and place it inside the
opened capsule.Use telekinesis on the capsule with the key and
place it in the tube post.Use wind (Draft) on the capsule in the tube post.
Try push – nothing happens.Go back to the cellar. Go to the factory circuit.
This might happen later in the game – Meet the
ladybirds. Learn who had GITS run over by the truck.Look at the factory circuit panel. Flip the
right switch of Hall A, then push the lever of Hall A down. Hall B and the
lobby will be turned off.Go back to the tube post and push the capsule with the key.
Office – Go back to Hall B. Climb the staircase.
Use telekinesis on the key on the floor and use it on the lock of the office
door.
Find out what the factory is all about:
Enter the office and look around. See a computer by
the window and a floppy disk on the table at right.Computer – Use telekinesis on the floppy disk
and then use it on the computer.Use push on the confirm button when the
Administrator is highlighted.It needs a password that we don’t have.
Push the down arrow to select log off. Then confirm.
Kurt’s area – Go to bottom screen and see
Kurt’s work area.Look around and check everything.
Tape player – Look close at the tape player
on the desk.Push close the cover of the tape player.
Push the double left arrow to rewind ‘to the beginning’ and
then the play button.Listen to Hansen talk to Kurt about the afterlife.
GITS learns a new skill – eavesdropping.
Safe – Go to the safe and see that you need
numbers to open the safe.Find the safe code – Go back and talk to
others about the safe combination.Ask Scott, the fireman inside the locker in the
cloak room about the safe combination. He mentions that Kurt might now be a
ghost also.Ask Larisa at the shower room since she worked in
the office about Kurt’s safe combination. Listen to what happened to Larisa
and the safe. She mentions that Kurt likes to oversee production at Hall B.
She recommends to ask Dirac.Go and talk to Dirac at the Lobby. He mentions that
Kurt usually stands on the catwalk to scream at the workers.Go to Hall A and climb the ladder of the green
platform. Go to bottom screen to be at the passage. Enter the Hall B door
ahead.Eavesdrop on Kurt – Go to the catwalk of
Hall B.Use the Eavesdrop skill to activate it. Then go
back to the passage at bottom of screen.Go back to the catwalk. See the eavesdrop icon.
Click on it to hear Kurt, mumble and 195134.Safe – Go back to the office at Hall B. Go
to the safe.Use push on the keypad and automatically enter the
safe code.Push the red handle to open the safe.
Diary – Check the papers. Open and read
the dairy. Learn what this factory is all about.Click on the left side of the page to go to
previous page or on the right side to go to next page.He was approached by the boss man. His customers
are preachers and doctors (quacks).The factory makes ghost catchers. Learn about the
start of the ladybirds writings.Ellen, Kurt’s wife is giving him problems too.
Learn about Hansen’s actions and the hiring of
Niels and Larissa.Oozy took care of Hansen and they placed him in
Kurt’s hidey-hole. They are torturing him but Hansen knows the words to
stop the pain but
can’t say them in front of anyone.Learn that Niels was also killed by them. He was
made into something very odd.Read what Kurt thinks about during his last days.
See a drawing of 5 holes at the end. Remember
this drawing.Hidden panel – See a button at top right inside
the safe. Use push on it and nothing happens.The bottom shelf is bloody. Hmm…
Use push on the shelf and aha! a click and
swinging sound are heard.Pull back and see an open secret door.
Help the unfortunate:
Meet Hansen – Enter the secret door and see the
head of Hansen.Ease the pain – Try to talk to the tortured
head of Hansen.Based on what you read in Kurt’s diary, Hansen can
say the words that can release him from pain. But he cannot say it in front
of others.Use the Eavesdrop skill and then automatically
leave the room. Go back inside the secret room.Click on the eavesdrop icon and hear the words
that can ease the pain – It doesn’t hurt me at all.Talk to Hansen and select the dialogue ‘It doesn’t
hurt me’.Learn what this is all about – Now, talk to
Hansen and get some answers. Learn everything about what is made and how it
is used. Learn too what happens to the souls that are caught.Learn what he experienced and what happened to
Niels. Niels is now the flying monster.Hansen tells how to communicate with Niels
monster. Find a musical instrument and use the essence on the Niels monster.GITS now has a new skill – Scary sound essence.
Look at the paper on the floor of this room –
002YZ1.Exit the room.
Computer – Go to the computer.
Since the floppy disk is already in the computer,
use push on the confirm button when the Administrator is highlighted.Select 002YZ1 as the password.
Push the down button to select Unformat Disc.
Confirm. See .jpgs on the left frame.Select back. Confirm. Now the Administrator is
highlighted.Push the left arrow to select the .jpg files
and see the pictures: 201
– lockers.Push down arrow to see 358 – a ‘No Smoking’ sign
at the lobby; 362 – the tram; 468 – the safe; 550 – Hall B door; 559 – gauge
pointing to 3 on the red control panel and 934 – the door to the cellar.Push the right
arrow. Push the down arrow to select log off. Then
confirm.Talk to Niels – Go to cellar and right of the
power panel. You might meet the ladybugs now than earlier.Make the musical instrument – Look down on
the floor and see the bone of Oozy.Use electric surge on the bone to burn holes and
make a flute.Use scary sound essence given by Hansen on the
flute bone.Learn to talk to Niels – Save game here.
Click on the scary sound skill. See the flute in close up.To make sound, click (use the wind skill) on the
hole at the bottom (left) of the flute.Hear nice music. This calls Niels at top left of
screen.Niels will make sounds as a response to the flute.
Niels’ response is in 2 parts. The first is either
happy or angry shown by the tone made. The second part is a sound (question)
that needs an answer from the flute.To answer Niels, click on selected hole to
cover that hole and then use wind at bottom hole.If the flute answer is wrong, he will make an
angry sound and then a new question sound that needs another response.If the flute response is correct, Niels will make
a happy sound and then a new question sound that needs another response.7 consecutive correct responses is needed to
finish the puzzle and finally converse with Niels.Niels questions are random but the answers to
those questions are the same.Based on my tin ears:
Niels’ question sound: Flute answer by covering the hole (L-R): bass sound #1 cat’s meow #2 like a snore #3 grunt like a pig #4 After learning to
communicate with Niels, talk to him completely.He gives information
to make reverse machine which negates the effect of the ghost catcher.He needs the machine
calibrated as well as the gas set up. The code to enter in the machine is
randomly generated but in my game it is 86753006.
Set the gas machine:
Ratio – Go to the Cloak room
and talk to the smoking fireman, Scott Piper about setting up the gas for both
circuits.Scott says that the
ratio should be 66:34 but someone broke the indicator.Go back to the
corridor. Review the paper on the wall.Then go to Hall B. Go
down to the control panels below the floor.Red gas control
panel – See that there is no power to this machine.Power to red
control panel – Go to the factory circuit panel at the cellar.Push Hall B’s left and middle flip switch up on .
Then push the lever.
You might need to push down (off) Hall A’s flip switches first.Go back to Hall B
and to the control panel under the floor.Set the gas
machine correctly – Go to the red control panel.See that the green
light is on at top left now.
Gauge –
Based on the picture seen in the computer, set the gauge to 3.Do this by pushing
the second and the third from the left red button at top of the red
control panel.Gas ratio for
Halls A and B – Based on what Scott Piper said, the indicator should
read 66:34 ratio.The indicator on
this control panel is missing the arrows.1. Solution A – Go to the working
gas indicators at the corridor. Look close at the indicators and they show
a ratio of 93:7.93:7 and the
required 66:34 ratio has a difference of 27. The left indicator needs to
be lowered 27 to be 66 and the right indicator increased by 27 to be 34.Based on the
drawing seen on the wall left of the working indicator at the corridor, the
flip switches from left to right has values: 1 2 4 8 16. If these values
are multiplied by the 3 on the gauge in the red control panel: to get 27;
the first and the fourth from the left are 3 and 24. These total 27.Go back to the red
control panel in Hall B. Push up flip switch 1 and 4 (left to right).
2. Solution B (Thanks, Jan) – According to
diagram A=3 (you find this in the computer) and the little levers are
1,2,4,8,16.
What you’re actually setting is the first number of the ratio, the second
is automatically the leftover to 100, so your goal is to set 66
which are levers 2, 3 and 5 because:
2*3 + 4*3 + 16*3 = 6 + 12 + 48 = 66.Click on levers 2 3 and 5.
Verify this by
reading the indicator at the corridor. See that it is 66:34 ratio.Go back to the red
control panel in Hall B. Push the lever at bottom left and hear the
machine turn on.Make the anti-ghost catcher
– Go to the brown machine making control panel on the left.Enter the code number
given by Niels on the numbered wheels.Based on the drawing
seen at the last page of Kurt’s diary, press down red buttons (left to
right) 1 4 5.
See the 2 red lights
are now on at top of the panel.Push the lever. If
done correctly, see the machine at Hall A make the anti ghost catcher – a
bucket!
Free the ghosts:
Go to the main Hall A. Go to the conveyor line right of the notice board and behind the crates.
Pick up the anti-ghost catcher.
Use the anti-ghost catcher
on your friends: Hansen, Scott Piper, Larissa who wants Niels and Dirac.
The Boss:
Watch Ghost in the
Sheet and the Boss confront each other.The ladybirds aid
GITS and later intervened in his wanting to have a well deserved rest.
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Questions or Comments on this Walkthrough,
Write to:
MaGtRo
Copyright © 5/2007
MaGtRo









