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DPL Series: Hassle At The Castle

A cache by The CreamCheese and Her Family Send Message to Owner Message this owner
Hidden : 04/26/2012
Difficulty:
2.5 out of 5
Terrain:
1.5 out of 5

Size: Size:   other (other)

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Geocache Description:


This cache series would not be possible without the enthusiastic and supportive help of the staff at the Denver Public Library. Be sure to visit the other geocaches in this series and collect the special code at each final for future surprises. A bookmark of the other caches in this series can be found here: link

The final has limited availability:
Mon: 10-8 Tue: 10-8 Wed: 10-6 Thu: 10-6 Fri: 10-6 Sat: 1-5 Sun: 1-5

It will also be unavailable during holidays.

Like, Zoinks!

You just wrapped up the mystery of the missing mummy (it was the disgruntled, one-eyed, one-legged cafeteria worker, and he would have gotten away with it too, if it weren’t for you meddling kids!)

You are about to leave when you hear a scream coming from the west!

From the coordinates above, head down the path, due west.

The screams are coming from Farmer Brown! He was heading home from the stock show with his prize-winning cattle when he came face-to-face with the ghost, who kept tickling his little calf and making it moo uncontrollably!

According to Farmer Brown, the ghost appeared to be male! This information might be useful later in our investigation!

We should also take note of the following:

A = The third digit from the left, found on the ear tag of the calf (the one who is standing).

Farmer Brown suggests that you also talk to Mr. Van Broggen, the resident street sweeper. About 26 paces east of Farmer Brown, you’ll find a large walkway. Head north on the walkway until you locate Mr. Van Broggen. Farmer Brown said that Mr. Van Broggen can usually be found sweeping up litter at the northern end.

When you introduce yourself to Mr. Van Broggen, he seems very distressed to see you. He says the ghost keeps following him around and taunting him by singing the Happy Birthday song. He also mentions that the ghost told him that they were born in the same year but, unlike Mr. Van Broggen, the ghost is not very tall.

B = The third digit from the year of Mr. Van Broggen’s birth (from the left).

“Zoinks! Like how did you ever get away from the ghastly ghost?”, you ask.

Mr. Van Broggen tells you that the ghost is afraid of certain animals and will run away whenever Officer Lipski is nearby.

It’s time to talk to Officer Lipski and find out more. Carefully, cross the street, and then proceed north until you reach the end block (do not cross any more streets after the one we just mentioned). From this vantage point, you should be able to locate a tall, red security platform. Standing on top of the platform, ever diligently, is Officer Lipski and his trusty guard animal, Gus.

Officer Lipski spots you and climbs down the security platform to talk to you. According to his story, the ghost (who appeared to be male), once materialized out of thin air attempting to frighten him, but his faithful companion Gus charged at the ghost, scaring him away instead!

C = What type of animal is "Gus"? Write the number of letters in the word (starts with an H).

When Officer Lipski rushed forward to try and catch the ghost, it flew away and vanished into one of the walls of “Den-Lib” Castle (which stands directly behind the security tower.)

“That place is like a fortress on the inside,” Officer Lipski says. “There are guards and cameras everywhere! Check with Mr. Tell, the night watchman. He might have seen something during one of his rounds! When you find him, whisper in his ear that that I sent you!”

We need to find the entrance to Den-Lib Castle! If you backtrack slightly, you’ll find a set of doors. Make your way inside and then locate the elevators on the east end of the castle.

Near those elevators, you’ll find Mr. Tell. He is a strange, portly man dressed in silver and is standing IN the side elevator hallway. His twin brother (you one you DON'T want to talk to) is dressed in black and sitting OUTSIDE of the side hallway.) When you make eye-contact with Mr. Tell, he motions for you to come over. Don’t forget to whisper into his ear, like Office Lipski told you to do!

Mr. Tell shows you a small piece of paper with a 10 digit number on it. The digits on the paper begin with 30344697...

D = The right-most digit in the number.

As you write the number down, Mr. Tell mentions that he often sees the ghost swimming through the air, while patrolling the 5th floor.

“I heard some noises up there a few minutes ago,” says Mr. Tell. “If you take the elevator up, I’ll bet you’ll find him!”

Take the elevator up to the 5th floor. As you emerge from the elevator lobby, turn left and walk forward until you can go no further. You’ll find the ghost matching the descriptions you received during your investigation.

When you find the ghost, ask him to stop frightening people. But do it nice and quietly (we wouldn’t want a poltergeist on our hands!)

The ghost looks at you, briefly, then turns away and sobs.

“I'm sorry. I never meant to frighten anyone, “ he cries. “I just wanted to find someone to sign my permission slip so I could go on the field trip to the aquarium!”

E= The number of seashells being carried by the ghost, plus 7 more.

The ghost sniffles a few more times and then stops crying. “Will you go downstairs and sign my permission slip,” he whines, “I really really really want to go! Pleeeeeease?”

He tells you to go down the elevator to the third floor.

“I’d go with you, but I’ll just scare more people! SNIFF,” he says. “When you exit the small elevator hallway, turn left and proceed (west) down the hallway until you reach the reference section.

Before you enter the reference section, find a quiet spot to use your spirit communicator (cell phone) to V-E-R-Y  Q-U-I-E-T-L-Y call me and I’ll guide you to the permission slip.”

You can determine the ghost’s “Phantom Number” by using the values you wrote down for A through E. Plug those values into the following sequence:

(720) CE3-BDEA

If you have the sequence correct, the sum of all the digits (including the ones provided) will equal 38. If not, go back a double-check your information!

After you've called the ghost and he tells you where to find the permission slip, go and perform your search. When you find what you're looking for, take a note of your location (so you can properly return the permission slip and its container) and then take everything aside to a quiet spot where you can work.

The permission slip may be accessed with a special code using the values you’ve gathered: DEA.

If the container doesn’t easily open, try pressing it together slightly and then gently try to pull it open again.

Once you’ve signed the permission slip, you’re almost done! Close everything back up, reset the special code and return the container to the exact spot where you found it.
(This last step is very important in keeping the permission slip safe. If you fail to do this step, the ghost says you’ll awaken a mischievous spirit who’ll follow you home!)

Congratulations, gang! You solved this important mystery! The ghost can now leave the castle and will hopefully stop scaring everyone! Scooby Snacks for all!




The gang would like to congratulate and offer an extra box of Scooby Snacks to Sleuthers for being First To Foil the plans of this scary specter!




This cache series would not be possible without the enthusiastic and supportive help of the staff at the Denver Public Library! To celebrate the series, DPL has released a passport program! The first 200 geocachers to legitimately log the series, record the secret codes found within their geocaches, and turn in the completed passports will receive a special, limited-edition Denver Public Library Geocoin!

More information can be found on the DPL web site. Happy Caching!

Additional Hints (Decrypt)

Ze. Gryy (gur bar lbh'er ybbxvat sbe) vf qerffrq va fvyire naq vf fgnaqvat VA gur zvav ryringbe unyyjnl. Uvf gjva oebgure (lbh bar lbh QBA'G jnag) vf qerffrq va oynpx naq fvggvat BHGFVQR bs gur zvav unyyjnl. Vs lbh unir gur cubar ahzore frdhrapr pbeerpg, gur fhz bs nyy gur qvtvgf (vapyhqvat gur barf cebivqrq) jvyy rdhny 38. Vs abg, tb onpx n qbhoyr-purpx lbhe vasbezngvba!

Decryption Key

A|B|C|D|E|F|G|H|I|J|K|L|M
-------------------------
N|O|P|Q|R|S|T|U|V|W|X|Y|Z

(letter above equals below, and vice versa)



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