I think you did a really good job of incorporating your prompts. Good job on focusing on the needs of the ghost, and setting up the house a series of clues for how to put it to rest. I do worry that some parties still won't put it together, but that's what the magic longbow is for, right?
One point of feedback: the usability of your adventure suffers from the overly-cramped lines for the room keys. This is the material the GM needs to be able to parse effortlessly at the table, which means space for the eye to scan and find information. Next time I recommend you prioritise sufficient line height, bolding of key information and splitting information into player-given and gm-known for your key.