Walkthroughs / Mayor May Knott / Ghost Names, Requests, Records, and House Keys

Ghost Names, Requests, Records, and House Keys

Turn a haunted ghost town into a thriving oddball community with our Mayor May Knott walkthrough. Untangle tricky prerequisites, crack mansion puzzles, recruit monsters, and keep May’s errands moving.

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Ghost Names, Requests, Records, and House Keys

You know the scene: May has three ghost requests, two unplayed records, one suspiciously specific weekday, and no clue which piece of municipal nonsense comes first. The usual order is name, record, recipe, request, key. Identify the ghost, tell Gramma Phone at the Hall of Records, play the record on the Edjukebox, make the item it teaches, and return to the ghost. The Edjukebox is the music machine that turns each ridiculous song into a cooking or crafting lesson.

This checklist covers all 28 ghosts: 27 standard house ghosts plus Venn Chance. Most standard ghosts require the Ecto-Phone and a clean, fully repaired home. Use the Hammer Cam to reveal damage, the Maple Glazer on windows, and the Stovepipe Wrench on broken stoves. A House Battery lights an unowned home and makes repairs less scary, but it is normally an aid rather than a ghost trigger. Mabel Maple and Venn Chance are major exceptions to the usual loop.

If a ghost stays hidden, clear every trash pile, scan the inside and outside with the Hammer Cam, repair the stove and windows, leave and re-enter, carry the Ecto-Phone, and then check the listed time or weekday. After any delivery, speak to the ghost again. Several spirits treat the first interaction as paperwork and the second as the actual goodbye. Ghost bureaucracy remains undefeated.

North Side Ghosts

  1. Dr. ChooChoo Caboose — Caboose House behind the junkyard. Prerequisites: repair the Hall of Records and Edjukebox. Play The Testament of Dr. Caboose; it teaches Wires, names the inventor, points to the house, and gives the gate code 0-0-0-0. Enter through the gate, take the broken radio from the table, ask Grandfather Clock about it, craft Wires, and repair it into the Ecto-Phone. Small hint: the testament names both the inventor and his unfinished machine. Full answer: Dr. ChooChoo Caboose. Return with the working Ecto-Phone and speak to him. Finishing his invention fulfills the request, and he leaves the Caboose House Key.

  2. Wally Walnut — Walnut House near the large walnut tree behind Town Hall. Prerequisites: Ecto-Phone, full cleanup, and complete repairs; no time or lighting gate. Small hint: check the word embroidered on his clothing. Full answer: Wally Walnut; the embroidery restores his surname. Claim and play Birdhouse to learn the Birdhouse recipe. Craft one, give it to Wally, and speak to him through the completed scene. He hangs it in the walnut tree and leaves the Walnut House Key.

  3. Oak Idoki — Oak House in the cluster behind Town Hall. Prerequisites: Ecto-Phone and a clean, fully repaired house; no time gate. Small hint: his oak-filled greeting sounds like a familiar phrase. Full answer: Oak Idoki, from the oak and okie-dokie wordplay. Play Hey, Mr. Mirror Man! to learn Mirror. Craft a Mirror, hand it to Oak, and finish the follow-up conversation after he sees his reflection. He leaves the Oak House Key.

  4. Pastor Prime — Pastor House beside the graveyard, behind the warehouse. Prerequisites: Ecto-Phone and full repairs; no time gate. To make his item, retrieve the broken lint roller from the mine after helping Bea Miner with the mine lights. Have Grandfather Clock repair it into the Fabricator, then make Fabric. Small hint: listen to what the cold ghost wants most. Full answer: Pastor Prime, which he states directly. Play Cold In Here to learn Quilt, craft one, give it to Pastor Prime, and complete the next interaction to receive the Pastor House Key.

  5. Mabel Maple — red Maple House beside the glass factory. Prerequisites: repair the front door and read the desk note; the windows do not need to be repaired first. Visit the graveyard beside the Pastor House after dark. Small hint: the note says the owner is visiting friends, and the graveyard is full of very quiet friends. Full answer: find the ghost in the graveyard and lead her to the red Maple House. Walk slowly or she returns to the graves. At the door she remembers Mabel Maple and immediately leaves the Maple House Key. There is no later delivery request. Claim The Maple Glazer Rag afterward and play it to learn the Maple Glazer, the tool needed to repair windows around town.

  6. Barb the Beachcomber — Lake House beside Reel McKoi’s fishing spot. Prerequisites: meet Scout Sawner, clean and repair the house, and carry one shoe or old boot, one can, and one broken bottle caught while fishing. No time gate. Small hint: bring the sort of shore junk a beachcomber would collect. Full answer: the carried junk restores the name Barb the Beachcomber. Play Barb the Beachcomber to learn Hokey Poke. Cook it at the food truck, give it to Barb, and finish the conversation to receive the Lake House Key.

South Side Ghosts

The four houses at the foot of the mine stairs form one logic puzzle. Start with the blue Dugnutt House. Bobson’s song gives the years, jobs, and foods needed in the green, pink, and yellow houses.

  1. Bobson Dugnutt — blue Dugnutt House at the foot of the mine stairs. Prerequisites: Ecto-Phone, Hammer Cam, Maple Glazer, Stovepipe Wrench, and full repairs; no time gate. Small hint: Bobson planned ahead by putting his name on his underpants. Full answer: Bobson Dugnutt, born in 1902, a Tailor who likes Fried Egg. Play The Ballad of Bobson Dugnutt to learn Fried Egg and hear the neighboring-house clues. Cook one, give it to Bobson, and collect the Dugnutt House Key.

  2. Sleve McDichael — green McDichael House. Prerequisites: hear Bobson’s record and fully repair the green house; no time gate. Small hint: match the youngest year with lumber and a crunchy snack. Full answer: Sleve McDichael, 1904, Lumberjack, Popcorn. Enter those three dialogue answers. Play The Lumberjack Cometh to learn Popcorn, cook it, deliver it, and complete the next interaction for the McDichael House Key.

  3. Scott Dorque — pink Dorque House. Prerequisites: hear Bobson’s record and fully repair the pink house; no time gate. Small hint: use the oldest year, the kitchen job, and the light meal. Full answer: Scott Dorque, 1901, Cook, Simple Salad. Play Voila, Dorque! to learn Simple Salad, prepare one, deliver it, and collect the Dorque House Key.

  4. Willie Ductice — yellow Dustice House. Prerequisites: hear Bobson’s record and fully repair the yellow house; no time gate. Small hint: pair the remaining year with building work and pasta. Full answer: Willie Ductice, 1903, Carpenter, Spaghetti. Play Alas, Willie! to learn Spaghetti, cook it, deliver it, and receive the Dustice House Key.

  5. Filthy Ray Mentz — green half of the swamp duplex. Prerequisites: have Wilbur repair the hydrant beside the Pantree so the falling object lowers access to the duplex, then clean and repair both halves. No time gate. Small hint: his first name is also a condition report. Full answer: Filthy Ray Mentz, stated during the first conversation. Play Take That! (To the Laundromat) to learn Washer. Craft a Washer, give it to Filthy, and speak to him again when he asks how the clothes will dry.

  6. Rufus Lee King — purple half of the swamp duplex. Prerequisites: complete Filthy’s Washer step and have the Washer ready for Rufus to use. Small hint: remove the smell before asking for a name. Full answer: send the ghost to use the Washer; afterward he remembers Rufus Lee King. Play Drippin’ Down the Road to learn Dryer. Craft a Dryer, give it to Filthy to finish the shared laundry problem, and then speak to both ghosts. They leave the Mentz House Key and King House Key.

  7. Elmer Elm — left house above the stairs by the red oil tank. Prerequisites: full repairs, a Streetlight outside, access to Oil for the food recipe, and a visit just after midnight. Small hint: the ghost wakes only when his nightmare begins. Full answer: wake Elmer Elm after midnight. Play Chicken ’Cross the Road to learn Fried Chicken. Cook it with Oil, return during Elmer’s active window, deliver it, and finish the conversation for the Elm House Key.

  8. Foreman 4000 — large Foreman House past the South Side garden. Prerequisites: Oil, Maple Glazer, Hammer Cam, Stovepipe Wrench, and full repairs. Pick up Sausage Factory on the factory roof after restoring the stairs and roof route. Small hint: the name is a machine model, not a family name. Full answer: Foreman 4000, given directly by the machine ghost. Play Sausage Factory to learn Craftwurst, cook one, give it to the Foreman, and receive the Foreman House Key.

  9. Susan Sycamore — right house above the stairs by the red oil tank. Prerequisites: Oil, complete repairs, and a visit on Saturday; lighting is optional. Small hint: the stalled dialogue is a calendar problem, not an Ecto-Phone problem. Full answer: speak to her on Saturday to restore Susan Sycamore. Play Fryin’ Free to learn Fries, cook them with Oil, deliver them, and collect the Sycamore House Key.

West Side Ghosts

  1. Venn Chance — Chance Mansion on the West Side hill. Prerequisites: power the mansion and solve every room puzzle. Small hint: winning fairly against a famous cheat is not the final trick. Full answer: the mansion and mine clues identify Venn Chance. Retrieve the Dupe Bug from the tree, swap it for the golden ball, and use the duplicate to beat Venn’s crooked game. He awards the Mansion Key. Venn has no Edjukebox record, learned recipe, or delivery request, and the Mansion Key remains with May rather than becoming a normal resident key.

  2. Reuben Pastrami — Pastrami House, the first haunted home beyond the underpass. Prerequisites: West Side access, full repairs, and Cheese for the recipe; no time gate. Small hint: connect the lonely husband with the sandwich-headed fortune teller. Full answer: Reuben Pastrami, remembered through his marriage to Madame Pastrami. Play Big Sandwich to learn Reuben Sandwich. Make one and give it to Reuben, take the second sandwich he hands back, deliver it to Madame Pastrami, and speak through her reunion dialogue. She returns to the Pastrami House, completing the request and awarding the Pastrami House Key.

  3. Jilly Prepper — Hunker Bunker behind the powered shelter. Prerequisites: place a Big Bug Battery above the shelter doors, solve the repeating hallway, and reach the back room. Pick up the Dull Shovel near the ladder as you leave. Small hint: the bunker and survival talk point to a prepper. Full answer: Jilly Prepper. Play Gustamos Picante! to learn 6 Alarm Chili. For its three Ghost Peppers, have Bea clear the waterfall rocks, take a flower from the waterfall, place it on the middle grave with the vase, and use the repaired Shovel to plant a Bell Pepper in the grave that opens beside it. The Ghost Peppers rise after dark. Cook the chili in the InstaCauldron, give it to Jilly, and receive the Bunker House Key.

  4. Jim Salk — burned Library House. Prerequisites: West Side access, full house repairs, the mansion clue needed to handle the mine puppet, and power restored to the glass factory so the cheese machine works. Small hint: Jim gives his name; the real puzzle is testing his cheese theory. Full answer: Jim Salk. Play Cheezy Does It to learn Munster Mush. Make the Munster Mush, talk to Jim, then speak to Fats Chance about the cold-shoulder clue. Use the working cheese machine at the bottom of the mine to turn the Munster Mush into Cheese. Return to Jim and report the successful conversion to receive the Library House Key.

  5. Charlie Foxtrot — Foxtrot Station beside the rail line. Prerequisites: fully repair the station, use the Morse machine beneath the train station, and read the later mail before the cable step. Small hint: translate the whistled letters through the military phonetic alphabet. Full answer: choose Charlie for Morse -.-. and Foxtrot for ..-., restoring Charlie Foxtrot. At the cable panel select Red–Bravo, Green–Lima, and Blue–Tango. Play BLTLC to learn BLT, cook one, give it to Charlie, and collect the Foxtrot House Key.

  6. Paris Lax — Lax House. Prerequisites: full repairs, two crafted Pants pieces, access to the Jean Splicer, and the Pants Pants Revolution minigame; no time gate. Speak to Tulip Glasses once Paris or Doctor Dolphinstein has created the relevant request so the splicer can be opened. Small hint: the former flight attendant names herself and explains that half an outfit is missing. Full answer: Paris Lax. Play Nothin’ In Between to learn Pants. Craft two Pants pieces, use the Jean Splicer and complete Pants Pants Revolution to join them, then give the finished pair to Paris for the Lax House Key.

  7. Waxin’ Wayne — Mushroom House near the outdoor Moon Waker. Prerequisites: full repairs, Milk for the Glove recipe, and the Watch. The event occurs at midnight as Monday becomes Tuesday. Small hint: Wayne’s machine lacks the part that would normally wave hello. Full answer: Waxin’ Wayne, stated when he explains the Moon Waker. Play All My Glove to learn Glove. Craft one with Milk, attach it to the Moon Waker, operate the machine at the Monday-to-Tuesday full-moon window, collect the Moon Lily, and give it to Wayne for the Mushroom House Key.

  8. Flora Lorraine J’Mint — Flower House. Prerequisites: repair the house, complete Waxin’ Wayne’s Moon Waker request for Moon Lilies, and wash at the church stalls before each cleanliness-sensitive handoff. Small hint: Flora introduces herself, but the first bouquet is only round one. Full answer: Flora Lorraine J’Mint, supported by her direct introduction and flower wordplay. Play Inside In the Springtime to learn OK Bouquet. Wash, make the bouquet, and give it to Flora. She gives Inside In the Springtime (Euro-House Remix), which teaches Beaucomp Bouquet. Gather the required blooms, wash again, craft the larger bouquet, and give it to Flora for the Flower House Key.

  9. Teenage Wasteland — walking Witch House on the West Side hill. Prerequisites: speak to the outside ghost and bring a crafted Birdhouse; no fixed time. Small hint: a house with bird legs may settle for the same thing a bird does. Full answer: give the ghost a Birdhouse. The Witch House sits down, letting May enter and read the owner’s note; the ghost then remembers Teenage Wasteland. Clean and repair the house, take the broken cauldron to Grandfather Clock, and have it repaired into the InstaCauldron. Play Ghoulish Goulash, cook the dish, deliver it, and receive the Witch House Key.

  10. Solamente Zapato — Rancho Zapato. Prerequisites: inspect the noisy Creepy Cracks and then speak to Dick Tater to learn Spud Spackle. Patch every audible crack; no time gate. Small hint: silence the house before asking the cowboy to remember anything. Full answer: after the cracks are repaired, he remembers Solamente Zapato. Play Shoe Ba Doo Wop to learn Shoe, craft one matching Shoe, give it to him, and collect the Zapato House Key.

  11. Captain C. Worthy — Captain’s Quarters near the pirate area. Prerequisites: fully repair the quarters and ask Sally Port, Reel McKoi, and Dick Tater about the captain of the Dingy Dingy; no time gate. Small hint: collect one clue about his beard, one about his hometown, and one about his souvenirs. Full answer: choose purple beard, Albuquerque, and commemorative spoons. These memories restore Captain C. Worthy. Play It Takes Stew to Tango to learn Hearty Stew, cook it, give it to the captain as provisions, and receive the Pirate House Key.

  12. Chelsea Chestnut — Chestnut House. Prerequisites: full repairs and a visit at 6:00 AM. Small hint: question her before the memory fades with the morning. Full answer: at 6:00 AM she remembers Chelsea Chestnut. Play Chicken Soup Blues to learn Chicken Soup, cook it in the InstaCauldron, give it to Chelsea, and receive the Chestnut House Key.

  13. Hank Hamhocker — Observatory House on the mansion route. Prerequisites: fully repair the observatory, visit at night for the stargazing dialogue, and move Granny Knott into Chance Mansion so she can supply Yarn. Small hint: let the stargazer look at the stars before pressing him for a name. Full answer: the night dialogue restores Hank Hamhocker, the Star Wrangler. Play Goin’ Up to learn Balloon. Get Yarn from Granny Knott, craft a Balloon, give it to Hank, and complete his launch scene to receive the Observatory House Key.

Final Key Audit

Check May’s inventory for these 27 standard keys: Caboose, Walnut, Oak, Pastor, Maple, Lake, Dugnutt, McDichael, Dorque, Dustice, Mentz, King, Elm, Foreman, Sycamore, Pastrami, Bunker, Library, Foxtrot, Lax, Mushroom, Flower, Witch, Zapato, Pirate, Chestnut, and Observatory. The separate Mansion Key is Venn Chance’s reward and stays with May.

If a key is missing after its ghost disappears, revisit the last handoff. Check both duplex ghosts, report the Cheese result to Jim, finish Reuben’s delivery to Madame Pastrami, and give Flora the Beaucomp Bouquet rather than stopping after the OK Bouquet. Once those loose ends are tied off, all 28 ghost chains are accounted for and 27 ordinary homes are ready for creepy-cute neighbors.

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