------------------------------------------------------------------------------- ******************************************************************************* Ghost Master - Ghost guide Version 0.5 (06/29/2003) By Mayko (chipxe@hotmail.com) - Copyright 2003 Johannes Borresen Intended for any platform version of Ghost Master - Written with the PC-Version ******************************************************************************* ------------------------------------------------------------------------------- DISCLAIMER All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This document may not be reproduced and/or altered for other than private use unless written permission by the author has been given. To avoid confusion the following sites have been given permission to post this FAQ: - GameFAQS (Http://www.gamefaqs.com) - Cheats.de (Http://www.cheats.de) - Neoseeker (Http://www.neoseeker.com) - DLH.net (http://DLH.Net) - PTGamers (http://www.PTGamers.com) *Portugese* If you see this FAQ posted anywhere else please email me. Anyone hosting this FAQ has the sole responsibility of keeping their hosted copy up to date. The current version can always be found at gamefaqs.com. ------------------------------------------------------------------------------- QUICK EXPLANATION: This quide is intended to help people aquire the trapped spirits in all the levels of Ghost Master. Depending on how far you read on each spirit, more spoilers will be given on how to free them of their specific torment. First hints, then theoretical action, and finally the complete method to freeing them. For those expecting this as a mission guide read the notice below. I am, however, airing the idea of making a complete walkthrough/guide for this magnificent game. IMPORTANT! This is NOT a mission guide, as so many others have belittled me by complaining about, it's simply a guide to give actual methods on how to get the seperate ghosts. If the certain ghost happens to be the goal of the mission, I will not give a walkthrough to that mission, but I will, however, point out a few things that I think are important. ------------------------------------------------------------------------------- REVISION HISTORY 0.5 (06/29/2003( - Incredible, how many things I have a bad habit of... forgetting. Duely noted, many things have been fixed. 0.4c (06/14/2003)- Tidbits... 0.4b (06/05/2003)- In my eagerness to write this guide I've completely forgotten to update the _actual_ verison number. Apart from this I've added a few things. Sorry about the severe confusion! 0.4 (06/05/2003) - Several touch-ups and extra methods added here and there. 0.3 (06/04/2003) - A few typos were fixed as well as a tactic added for getting the cook into the room with Fingers in Deadfellas (Thanks Devistater). "Phantom of the Operating room" almost complete! "Full Mortal Jacket" added. 0.2 (06/02/2003) - Added first three levels of Act III. "Phantom of the Operating Room" still missing. Dumb mistake with the "unique" codes has been fixed. 0.1 (05/30/2003) - First relase. All ghosts up to Act III except "Phantom of the Operating Room" covered. ------------------------------------------------------------------------------- CONTENTS 1.) How to use this guide 2.) Introduction (Useful info, nothing about me... I promise... really!) 3.) General hints and rundown of methods. 4.) Freeing the ghosts a.) Haunting 101 H101 - Weatherwitch H1011/FP&B3 b.) Weird S‚ance WSNC - Lucky WSNC1 - Terroreyes WSNC2 - Wendel WSNC3 c.) The Calamityville Horror CLHR - Maxine Factor CLHR1 - Arclight CLHR2 - Static CLHR3 d.) Summoners not included SNNC - Moonscream SNNC1 - Whisperwind SNNC2 - Raindancer SNNC3 e.) Deadfellas LEFD - Fingers LEFD1 - Knuckles LEFD2 - Flash Jordan LEFD3 - Wavemaster LEFD4 f.) The Unusual Suspects TUNS - Electrospasm TUNS1 - Blue Murder TUNS2 - (Banzai) TUNS3 g.) Facepacks & Broomsticks FP&B - Firetail FP&B1 - Hogwash FP&B2 - Weatherwitch (Second chance) FP&B3/H1011 - Tricia FP&B4 h.) Poultrygeist PGEI - Static (Second chance) PGEI1 - Arclight (Second chanc) PGEI2 - Maxine Factor (Second chance) PGEI3 - Hardboiled PGEI4 i.) The Blair Wisp Project TBWP - Moonscream (Second chance) TBWP1 - Darkling TBWP2 - Sparkle TBWP3 - Blair Wisp TBWP4 j.) Phantom of the Oprating Room GTOR - Harriet GTOR1 - Brigit GTOR2 - Daydreamer GTOR3 k.) Spooky Hollow SPKY - Dragoon SPKY1 - Black Crow SPKY2 - (Storm Talon) SPKY3 - (Scarecrow) SPKY4 l.) Ghostbreakers GBRK - Banzai and Windwalker GBRK1 m.) Full Mortal Jacket FUMJ - Wisahejak FUMJ1 5.) Credits ------------------------------------------------------------------------------- =============================================================================== ------------------------------------------------------------------------------- 1.) HOW TO USE THIS GUIDE It's pretty simple, but just to make sure I'll tell you what those strange codes to the right of the contents are. The codes are unique and you can only find them in two places in this guide, either in the table of contents, or their corresponding chapters. It's an easy way to jump through the document. For example you would like to check out "Nonexistant" who had the code "NXTNT", you would just search for "NXTNT" and go directly to the right chapter. On the other hand if you searched for "Nonexistant" you might find several hits throughout the guide. Otherwise, it's just up to reading the single chapters, in the old-fashioned way. ------------------------------------------------------------------------------- =============================================================================== ------------------------------------------------------------------------------- 2.) INTRODUCTION I was trying to find some guides for Ghost Master myself here on GameFAQS (Well, I was checking the whole 'net), and saw that there were no guides for this great game at all, only a lousy +4 trainer. So I decided to write one myself. A few things I'd like to let you know: - This is my first guide, so don't hold any grudges against me :-) - The guide isn't complete and, like Windows, it will never be perfect, but I will try to put as much relevant and good information into it as possible. Any suggestions are welcome to my e-mail at chipxe@hotmail.com with the subject header "Ghost Master - Ghost Guide". I get a _LOT_ of junk mail, so if the subject is anything else I will delete it. - The levels may not be listed in the same order you were doing them, just so you know :-) - Rants and Raves are welcome, but only on the suggestive basis, I'm not intending to take sh## from anyone, so please don't. - Any relevant questions not in the guide are welcome to my e-mail. Credits will be given. The same goes for more correct information or alternative strategies. - If I've copied material from someone else (I'm not going to... but just in case ;-) please tell me, and we will come to an agreement, either by giving credit or removing the copied information. - Any gameplay related questions about Ghost Master (Really!) are welcome, and I'll try to answer them the best I can. You could also check the forums on Http://www.ghostmaster.net they might have something as well. ------------------------------------------------------------------------------- =============================================================================== ------------------------------------------------------------------------------- 3.) GENERAL HINTS AND RUNDOWN OF METHODS. This chapter is to give you some general hints and guidelines if you're close to giving up the challenge and check out the guide. These are some general pointers as to solving the puzzles. Always listen closely to what the spirits tell you. They have two things to say. An introduction and general description of their problem the first time you talk to them, and a rundown of their when you talk to them a second time. They'll either tell you directly what they want, or tell you something "random" about their current existance. For instance, Lucky doesn't have a problem about being bound to the pinball table, UNLESS THE FRAT BOYS WIN AND "ZAP POOR LUCKY". Don't worry about being mean to a spirit they don't take it personally. ------------------------------------------------------------------------------- =============================================================================== ------------------------------------------------------------------------------- 4.) FREEING THE GHOSTS a.) Haunting 101 *H101* I. Weatherwitch (First floor, near the bathroom) *H1011* Tells you she's stuck in that "electric broomstick" aka vacuum cleaner. She wants to get out of it somehow. She needs to get out of it, but you can't affect the vacuum cleaner directly, since she is already bound to it. Perhaps you can affect it indirectly with another spirit? METHOD: Put a spirit with affinity for electrical fetters onto either ghettoblaster in the same area, and use a power which makes electrical things go haywire/malfunction. STRATEGY: Cogjammer is good for this and you have him from the start of the game. Put him on a ghettoblaster and have him use Wild & Crazy. -------------------------------------------------------------- b.) Weird S‚ance *WSNC* I. Lucky (Pinball machine on the first floor) *WSNC1* Lucky's story is a sad one, being killed by a short "ZAP!" just because some frat guy started winning the game. Anyway, she's feeling great and warm "As long as machine doesn't zap poor Lucky"... hmm. Lucky is actually feeling very good where she is, but we really want her to join us, right? Of course we do :-) So in order to get her with us is simply to make the machine zap her... but she is already occupying it and she doesn't really have that kind of powers... METHOD: You need to turn the frat boys' luck when they are playing, so they start winning and thus zapping Lucky. STRATEGY: Incidentally (yeah, right... incidentally) Lucky has these powers (Her name is Lucky, call that obvious, lol). The one you need is "Charm". Order her to only use that the plasm band she is set to, and set her to "Charm" when one of the frat boys comes over to play. dongio8 suggests simply placing another electrical ghost in the room and have them rough up the electrical fetters a bit. Static and Sparkstorm seem to work well... II. Terroreyes (Glass jar on the first floor) *WSNC2* I have no idea what happened to this poor soul... person... thing, but he feels kind of trapped in his small glass jar, and would really like to be freed from it. Well he obviously has a problem with his _glass_ jar, I wonder what would break it... lifting, telekinesis? Nah it's too heavy... but perhaps shattering the glass instead? METHOD: You need a spirit with a very high-picthed sound-power to break the glass jar. STRATEGY: Place Aether outside the window and set her plasm band to "Shattering Song". Just wait and see the effect afterwards. III. Wendel (Located in a room on the top floor) *WSNC3* A sad story for the sad existance which is Wendel. Apparently the fraternity leader, Ted Gable, had some stunt set up for Wendel, and he was stupid, or perhaps desperate enough to do it... proved to be suicide... literally. He's really got it in for Ted Gable and would love to see him run. Well, you need to make him run for his life... be scared... a nice open-and-shut case. METHOD: Of course it would help to use something against Ted Gable, which he is particularly afraid of... I wonder what it is. STRATEGY: Ted Gable is afraid of fire, but that early on it's difficult to find a spirit with those powers. -------------------------------------------------------------- c.) The Calamityville Horror *CLHR* NOTE! You might not be able to get all three spirits in the the same try, since freeing each ghost almost automatically also shows the mortals a corpse, and you only need two out of three corpses to finish the level. If this happens just finish the level and try it again through the High Scare list. Of course you get a much bigger reward for freeing all three ghosts in the same try. I. Maxine Factor (Top floor, in a dark room...) *CLHR1* I never like door-to-door salesmen (or women as the case was), but the thought of killing them never occurred to me, especially not if it makes them stay forever. This is Max Facto, I mean Maxine Factor's dilemma. This, and the fact that she is itching to tes her product on some of the females in the house. Well, she wants to test her product on one of the women in the house... pretty easy, right? Just get them to check out the beauty box Maxine is trapped to. Hmm, it seems the most easily described problems are often the most difficult to solve. METHOD: Since the door to Maxine's room is boarded up you can't rely on coincidence to make the people come into the room. You'll have to attract their attention to the room, or perhaps some of the things in the room... _intriguing_. STRATEGY: Luckily, Maxine has the ability to intrigue people. Do that while one of the women in the house are upstairs on the same floor, and they will enter the room, check the beauty box AND see the corpse. If you accidentally only intrigue men into the room, you'll only get the bonus of them seeing the corpse, not freeing Maxine. II. Arclight (Basement, behind a wall.) *CLHR2* Came to fix the boiler, took a cup of tea as well. One of the two killed him, I wonder which. Either way, he can posess someone and get out of his mess, only problem is the wall which he can't pass through. Well, if the wall is the problems, all we have to do is break it, right? Well... turn it to rubble in any way. Say... what has a habit of turning cities to dust and rubble within relatively short while? And even when the wall is down you still need someone close to possess... METHOD: Well, the wall-breaking act is easy. You need some form of earthquake to make it fall. Finding a victim to possess is something. Maybe someone will come down to check out the walls? STRATEGY: Use a spirit like Stonewall and his tremor power to make a brick fall out. At some point (I think it's scripted) a repairman will come by, and check out the basement. He should check the wall himself, and thus push another two or three bricks himself. Arclight will take care of the rest himself. III. Static (Roof... well, the chimney and antenna) *CLHR3* I'm not an expert, but I'm pretty sure that a full stomach and serious electrocution has pretty gross results... anyway, that's about what happened to poor Static, and now his bones are stuck in the chimney. He promises to help you if you can get his bones out. Get his bones out... big deal... have someone stomp them through the chimney... oh yeah... we don't have any physical manifestations to use... okay, have something shake it down the chimney. METHOD: You'll need to push/shake/force/pull the bones down through the chimney. I'll give you a hint: It's a two-stage process. STRATEGY: Okay, it's a two-stage process, and extremely quickly over with. Use tremble/quake (Stonewall) while bound to the roof, and then a telekinetic power (Kinesis with Boo or TK Storm with Whirlweird) near the fireplace in the room with the piano and stereo (not the room with the television). You can also use Tremble in the living room to get the same effect (After you've shaken the bones loose from the top, of course). A third way to get the bones out of the second stage is to cool down the room with Ice Breath or Bitter Cold. The mortals will then light the fireplace, but since the bones are stuck there, the room will fill with smoke and they will call a handyman to check it out. He will then check out the chimney and take out the bones. (Thanks to Karzon for this one) -------------------------------------------------------------- d.) Summoners not Included *SNNC* I. Moonscream (The basement *must be uncovered*) *SNNC1* Hm, she must really be a pain to be with. What other reasons would the good (good... no way!) professor have to kill his wife? Anyway, she wants to show the mortals the truth, whatever that may be... The truth, the truth... I don't think that's the clue. "Show", perhaps, is a much more sensible thing to do... METHOD: Well, show Moonscream to mortals to show them what the truth actually is? Yeah, that sounds right. STRATEGY: In order for the mortals to come even close to Moonscream they have to be able to get to the basement. Then you just have to use Moonscream's Spooky Surprise power. I suggest you use it against the professor though, since we don't want to risk scaring away the three targets, do we now? II. Whisperwind (Dreamcatcher in the hallway) *SNNC2* All we know is that this poor thing has been trapped within the dreamcatcher and wants to be released. To release him from the dreamcatcher... release, however that may be done METHOD: I don't know much about those things, but I'd wager that destroying it would be a very good solution to freeing Whisperwind. STRATEGY: Use a powerful high-pitched power, such as Shattering Song (Aether)... that's it. You can also do both Gusts and Gathering Winds at the same time. III. Raindancer (The toilet... 'nuff said) *SNNC3* Somehow Raindancer got stuck in the toilet, and she (he?) could really use a good flushing (No pun intended) to be set free. Flush the toilet... always flush the toilet after use. Can't really see anything stopping the people from using the toilet as frequently as they do... do you? METHOD: Okay, so something is stopping the people from doing their thing. Damn bees... what could shake them out of their fortress? STRATEGY: Literally shake them out, use Quake or Tremble (Stonewall) to shake the beehive to the ground, leaving the toilet open for use. At some point the summoners should feel like using it, you'll see. -------------------------------------------------------------- e.) Deadfellas *LEFD* I. Fingers (Near the piano, opposite the casino.) *LEFD1* Let's skip the cheesy comments about his voice and his name, and go straight to his story. Fingers was killed when he accidentally played the Don's least favourite tune one night, and the only thing that keeps him from the un-life (Yeah, that's right. They call it un-life Ghost Master... don't ask) is that tune... the problem is he has forgotten it... Well, I guess he needs to remember it... we can't whistle it to him, but perhaps someone else on the boat can? There are a few people. METHOD: You need to get one of the whistling people to pass into the room Fingers is in, then he will remember. You might try drawing their attention somehow. STRATEGY: To be honest, I'm at a loss here. Every time I've succeeded in freeing Fingers it has been pure luck. One certain thing, though: The right person is the cook... sinister tone... and very ironic... (Anyone with a solid tactic are more than welcome to write me) (Strategy by Devistater) First, raise his belief as much as possible. Using stuff Strange Behavior on electrical system helps increase that belief, also Rain, Fog and Flower Power should increase it. It seems that mortals with high belief try to avoid rooms with ghosts. So keep a ghost or two in his bedroom and the kitchen, doing small things to keep him on the move, and he should eventually enter the piano room (at least it increases the chances of it...). You could also use stuff like insane invitation since he has a small amount of madness, but if he's close enough to be affected by that he's close enough to wander in there on his own. II. Knuckles (The Casino, behind the croupier) *LEFD2* Knuckles was just an ordinary (Well, one of the better, but still) gangster, wasting his money in his boss' casino, when he revealed the croupier, Eddie Venus, to be cheating. This lead to his demise as Eddie drew a gun pretty quickly. Knuckles just wants to see Eddie feel like a loser. Feel like a loser... shouldn't be too hard. Scaring him away? Humiliating him? Killing?! Nah, probably a bit more down to earth. METHOD: You need to make Eddie lose big time to one of the other passengers. He's normally really lucky so you will have to do something about that. STRATEGY: Use Jinx against Eddie. Several spirits have this power. Jinxing him isn't enough, he'll have to actually lose while playing with someone at the craps table. It also seems possible to use luckstorm on Eddie and the one he's playing against. Apparently it reverses the luck effect. III. Flash Jordan (The Don's bedroom) *LEFD3* Flash wanted to expose the Don during one of his meetings, when she had to hide. Ironically, her hiding place turned turned out to be her doom as well... Flash is willing to help you if you can bust her urn. Bust the urn, that can only mean one thing... to bust, to smash, to crush... anything that would turn it to more than two pieces. METHOD: You will need a spirit capable of directly or indirectly affecting the urn so it will be destroyed. STRATEGY: The urn is very tough to break and you'll need to give it a good beating before it breaks. Two good ways to do it: 1.) Use Wavemaster's Hailstorm power (If you've released him, that is). It destroys the urn instantly. 2.) Use Tremor powers. You can combine Stonewall and Fingers (Bound to the plant and Bed. Of course you'll need to have freed Fingers for this). Thanks to Kaevad for this second method. 3.) It just keeps raining in with strategies. Use haunted hail in the room and a big fish should eventually crush the urn. IV. Wavemaster (Bottom of the hull, near the engine) *LEFD4* Wavemaster is stuck with the bilge water lying in the bottom of the hull. He'd really appreciate it if you could clean it out. Puncturing might be going a bit too far in this case, and it probably wouldn't have the desired effect... We don't have any spirits who can remove water, although some of them do have the opposite effect. I wonder if the mortals keep a check on their water levels? METHOD: Somehow you need to make a mortal operate the bilge pump, since the spirits powers won't have the desired effects. STRATEGY: Have an electrical spirit such as Cogjammer mess up the fusebox in the bottom of the hull and someone should come down to check it. When they come down to check it use flood or Rain with Raindancer. Ther mortal should see the water flowing and go over to the bilge pump and operate it. -------------------------------------------------------------- f.) The Unusual Suspects *TUNS* I. Electrospasm (Basement, room beside the stairs) *TUNS1* He was the last person to be fried in the chair in that precinct, and from the pickaxe in the switch I'd guess they hadn't planned on turning it off right away. He claims to have a lot of juice, but no where to let it flow. Lots of juice... he must be itching to blow it all... but since he's that high level it's pretty costly (200) to make him blast juice around... any other possibilities? METHOD: You need an electrically minded spirit to fry or mess with Electrospasm's chair and the switch in the room. STRATEGY: Put Cogjammer on the switch and have him do Wild & Crazy that should do it... I haven't had any good results with frying the instruments, I just said that to guide you off the track :-)) Okay, dongio8 suggests flooding the room with Raindancer, and using Spark in the room, Electrospasm has that power. II. Blue Murder (Opposite the evidence room, basement) *TUNS2* She was out doing a mission but was backstabbed by another officer. She wants to know who it was, and she wants to get her revenge on them. All she knows is that it's a cop in the station, and he's probably going to make a mistake somewhere. Well, we've got quite a lot of cops to deal with on the station... and how do we expose them? Would they try to hurt the station in other ways? Or just abuse his rights as an officer? METHOD: You need to wait for a certain cop to expose himself, but he might not be able to do that if someone else is blocking his way... and when you've found him, how do you get him to Blue Murder? STRATEGY: The bent cop is Detective Norman Franz, and try several times to get into the evidence room but be stopped by the guarding officer there. You'll need to scare that man off by any means necessary. Then Franz will reveal himself by stealing some money from the evidence room. Afterwards you can either use Terroreyes' Intrigue, Blue Murder's Obsession or hope for good luck with Hidden Maze. All he needs to do is enter the room for the scripted sequence to start. It is also possible to expose the culprit by finding his unconsious fears. Bind Hypnos to the cop who keeps falling asleep and have her sleepwalk around the station until you get the chance to use one of Hypnos' powers to find Detective Norman Franz' fears. III. (Banzai) (Plant in the reception) *TUNS3* Actually this is a secret way of getting Banzai early, normally you would get the chance later, in the level "Ghostbreakers", but this is much easier. Bind Stonewall to the plant in the reception and Banzai will appear a few moments after and join you. (Thanks to Micko1888 from the GhostMaster.net forums for this one. -------------------------------------------------------------- g.) Facepacks & Broomsticks *FP&B* NOTE! Just a precaution. I highly suggest you keep a close eye with your spirits' activites, since the witches are ready to banish you at any time. You can gain a temporary protection, and cancel theirs, by places spirits of each element in the protection circle together with Firetail. The circle will break after a while, but hey, If you can't use it, no one can >:-) I. Firetail (Protection circle in basement) *FP&B1* Firetail was summoned for use in the witches' protection circle. They "forgot" to extuingish the ceremonial flame, so Firetail can't return to the dimensions beyond, or whatever they have back there. So now he's just enjoying the warmth of the flame, biding his time. So... how do we get him to join us? Hmm, perhaps it's not as much a question of releasing him of the flame, rather than perhaps fulfilling what he is a part of? METHOD: You need to complete the protection cirlce... perhaps the summoning of Firetail was accidental? STRATEGY: By filling out the three remaining items with spirits you will complete a protection circle not for the witches, but for you. It is only temporary, and will only last a short time then disperse, but Firetail will join you none the less. It is also enough to just bind Raindancer to the water fetter and then use Rain to put out the fire. II. Hogwash (In a pumpkin outlooking the garden) *FP&B2* Hogwash was just a nice hamster when his accidental death came far too early. He was bodysurfing when things went a little... static. Anyway, he's got a bother with the Jack-O-lantern that he's now trapped to. What to do, what to do... He mentions he needs an electric gadget in order to be freed... well, how do we move the electric stuff inside? Or perhaps someone has something of use to us? Hey, maybe there are other possibilites as well... METHOD: You need a fetter which Hogwash can bind himself to, and you need it out on the veranda with him. There are several possibilites. STRATEGY: There's a guy walking around with headphones. Either lure (or scare...) him out to, or past, the veranda so Hogwash can be freed. Alternatively you can use a spirit who can make ethereal gifts (Tricia is one of them) and then hope the mortals will bring the gift out to the veranda sooner or later (they have a bad habit of dropping what they are carrying when frightened). Actually you just need something electrical to _step_ onto the veranda. If you bind another electrical spirit to something in the living room and have them use surge, you will electrocute anyone in the room. A short while afterwards those mortals will be static and thus act as electrical fetters. Just make them static and scare them onto the veranda. III. Weatherwitch (Second chance) *FP&B3* Check the section with Weatherwitch in the first level, Haunting 101. If you got her the first time she won't appear unless you're using a Time Gate (Revisit through the High Scare) She can be freed using the Quake power (You didn't have this in the start of the game) to free her, but doing this will destroy the water fetter downstairs, effectively removing your chances of freeing Firetail if you haven't done so already. IV. Tricia (Upstairs, in a mirror in the toilet) *FP&B4* Tricia was unlucky enough to be at the top of a falling pyramid (Cheerleader thing... tsk tsk) and now she's practicing other skills, those of copying people. Unfotunately she can't really make that whole "clone" thing work, but perhaps if she could find someone with something easier to clone. She keeps mentioning hair... think perhaps special types of hair are easier to clone than others? METHOD: You need someone with the same hairstyle as Tricia to enter the bathroom so Tricia can copy her. STRATEGY: Specifically you need to get a hold of Blair Whelchel, since her hair and Tricia's hair match (Tricia is sooo good at copying, huh?). A good method is to have a water spirit hang out in the downstairs bathroom and use Rain as to keep people out of it. Then people will be forced to use the other bathroom. Eventually, so will Blair Welchel. You can add a bit of Wild Geese to make her running around even more random (or even useful?). -------------------------------------------------------------- h.) Poultrygeist *PGEI* I. Static (Second chance) *PGEI1* Check the section with The Calamityville Horror on how to aquire him. If you got him the first time, however, you'll only meet him if you're doing a revisit. II. Arclight (Second chance) *PGEI2* Same as for Static, check back to The Calamityville Horro on the necessary info. III. Maxine Factor (Second chance) *PGEI3* Once again, check back to the other section... IV. Hardboiled (Bound to the girl) *PGEI4* I TOLD YOU, CHECK BACK AT THE OTHER, hold on, sorry. Okay, Hardboiled is perhaps the vengeance spirit of several of the poor chickens to be killed in this old slaughterhouse. None the less Hardboiled is itching to be freed from his chains. He doesn't tell you much, but you are told to hunt everyone away from the house, and protect him, so things will probably sort themselves out... (A quick note: Hardboiled is a gestalt of several chickens' anger, and as such he/it/they/...she can't be described simply with one of the previous. I've chosen "he" for the simplicity of it, so please bear with me... thanks to crovax for putting this particular torment on me ;-) METHOD: Things probably will sort themselves out, so just concentrate on the different mission objectives. STRATEGY: The only beef in this level is when the oracle and the ghostbreaker come to the house since they are both dangerous to your spirits as well as Hardboiled. If they get to him, you lose the mission. Here's an ironic tip: the oracle is afraid of blood. Keep in mind that using Hardboiled will expose him/her/it to the oracle and you will risk him being banished, thus causing you to lose the mission. I've found that loud noises (Cacophony) has a powerful effect on the oracle as well. By putting a ghost like Clatterclaws near the phone you can prevent people from calling the Oracle, but the ghostbreaker will show up no matter what. (Thanks to crovax) -------------------------------------------------------------- i.) The Blair Wisp Project *TBWP* I. Moonscream (Second chance) *TBWP1* Refer back to Summoners Not Included in order to know how to get her... II. (Darkling) *TBWP2* The whole point with this mission is Darkling, so... The three need to complete the ritual, perhaps something can help them on their way? METHOD: The three mortals need to go to the Darkling and redo the ritual. STRATEGY: You need to finish this mission to free the Darkling, "simple" as that. Refer to a walkthrough or mission guide for more on this. (A lot of people have been asking me how to turn over the tree, so I'll quickly write III. Sparkle (Campground to the south) *TBWP3* Sparkle was warming himself by the flame when it was extinguished and he was trapped. He yearns to feel the warmth again, and if you can do that he will join you. Hmm, light the fire... simple enough, but how? METHOD: Since Sparkle has taken the only fire fetter you'll have to find another way to get fire or warmth that way. STRATEGY: There are several ways to do this part. The easy way is to bind Firetail to one of their cameras and wait for them to search the campgrounds. Alternatively, you can bind two spirits with Ice Breath to the bear traps to the southeast of the lake and island. This will make things pretty cold and the mortals will seek to warm themselves by the fire. IV. Blair Wisp (The island in the middle of the lake) *TBWP4* The trouble with wisps is that they very much enjoy to be looked upon by mortals, but a particularl hard or vicious stare can incapacitate or even kill them. This is presumably what happened to the Blair Wisp, the case of a mortal being a mean witch. He just wants to be looked upon again, but the witch has prevented this with a curse. Hm, so he has to be looked upon... but that curse will have to be lifted first... METHOD: You'll have to remove the curse from the island, and actually that curse is pretty obvious. Afterwards you must get the mortals close enough to the Blair Wisp for him to show himself to them. STRATEGY: Use a spirit with a powerful wind power, like Weatherwitch and her gust in combination with Aether and her Gathering Winds power. I think You can use Storm Talon and his Typhoon power as well. Afterwards, use Blair Wisp's Hypnotic Image power in order to draw the mortals close to him. Then use his Strange Vision power to show him to them and frighten them back again. -------------------------------------------------------------- j.) Phantom of the Operating Room *GTOR* I. Harriet (In one of the wards, bound to kid) *GTOR1* Who ever knew that ghosts came in such... interesting varieties? Harriet is even one of those sentimental types, that's why she's hanging onto the kid, who's lost his bunny toy. And the only way to make him stop crying is to get that back to him. Well, get back his bunny toy, no biggy... but who has it? METHOD: Okay... it's another kid who's got the bunny toy, I'll tell you that, but where he is and how to get the toy to Harriet... well... STRATEGY: The other kid is Kevin Caulkin (Home Alone spoof) and he hangs everywhere in the hospital. Give him a few good scares to raise his belief and is on the brink of turning tail and running. Then wait for him to get to the second floor and give him the final blow. Wait for someone else to pick it up. Use Harriet's Ethereal Gift power to summon a generic fetter and bind Blue Murder to it. Now use Blue Murder's Obsession power (make sure the one with the toy is still on the same floor) and everyone on the floor should come running (Or walking... however people mindlessly walk towards an object). The person with the toy should either give the toy to the poor kid, or you just scare the living daylights out of them with Blue Murder and her scaring powers. As soon as the bunny toy is on the floor the kid will go and pick it up. ALTERNATIVE: Djang suggests cloning Kevin by binding Tricia to the mirror in the toilet. She may need to use her cloning power twice, but the original Kevin should faint and the clone should pick up the doll and return it. II. Brigit (In the basement...) *GTOR2* She was going to be married to a man she loved dearly and for some reason she was driven in to suicide. Now she wants revenge on any and all non-monogomous males. Hmm, let's look up monogami, and see if I spelled it correctly... okay. A guy who really has a lot of girlfriends/wives... hmm, and this guy has to feel the wrath of Brigit? METHOD: It's a doctor, and you'll have to figure out some way of making him feel the pain in relation to Brigit in the basement. STRATEGY: There's a doctor with a few too many girlfriends in the hospital, Dr. Seth Greenwood. This is the guy you somehow need to get down to Brigit. You could try using combinations of Terroreyes' Hideen Maze and Blue Murder's Obsession to get people down there. Once they are there you should use Brigit's Brief Scare, that should take care of it. This is a hard one and it's all about timing. Using Wild Geese on him will make him run around more and the chances of him entering the basement. This is where Blue Murder steps in. A more daring but definately effective method is to scare away all female nurses except the woman in the basement. This leaves no one to smooch with but her, and he will _enter_ the basement. From this point use Blue Murder to get him close enough to Brigit for her to be freed. (Thanks Pnume) III. Daydreamer (Operating room on the 1st floor) *GTOR3* Looking at the fetter he's bound to it's not hard to guess how he ended up in his unconcious status. Anyway, he needs to wake up, and that can only be done by a loud noise. Loud noise, we've got quite a few of those ghosts, huh? Well, check out the different fetters available and go! METHOD: You will need a ghost with a high-pitched sound power and bind it to a fetter close by (Hint... take that "fetter" thing a bit indirectly). STRATEGY: Bind Moonscream to the center room and use her Cacophony power. Wait a few moments and Daydreamer should wake up. Alternative method by Chin suggests using Fingers and Suspicious Stench. -------------------------------------------------------------- k.) Spooky Hollow *SPKY* I. Dragoon (He can be found... well... anywhere) *SPKY1* Every saw the original inspiration for this level, Sleepy Hollow? Well, it's basically the same story for Dragoon. Soldier got lost, soldier got really lost among some angry farmers, soldier's head was blown off and hid far from the body. Soldier starts to haunt, but is controlled by mean-minded mortal, bound by ancient law. He just wants to be freed from the rules. That can only be done by exposing the mortal who controls him to the rest of the population. Well, this exposing business... would it help to destroy the windmill? Perhaps drawing him out... but of course you can't expose someone who hasn't don anything wrong... interesting. METHOD: You need to have at least one mortal see the undeeds that are taking place in the windmill, and make sure he tells the rest of the people. That means not to let Dragoon scare them away first. STRATEGY: Since the horseman is the purpose of this whole mission, I'd really recommend a mission guide for this, but here's a quick rundown: First you'll have to wait for the narrator to warn you of the happenings in the windmill, and then have Dragoon run through the village at least once. You might have to cast a constant wind power (Gust or Typhoon). At some point a random villager will come to the windmill and look through the window. You can also bind a spirit with a powerful attraction power (Obsession with Blue Murder) near the windmill to attract most of the village! As soon as the villager has seen through the window he will hurry back. Very soon afterwards Dragoon will be dispatched. You should be able to smash him off course by casting a quake power (Tremor or Quake... not 100% sure if Tremor works). The point of "smashing" is a bit off, rather just knock the skull of the pedestal. If the mortal gets all the way back to the other mortals you won't have any trouble with the rest of the mission. II. Black Crow (A cabin lying down by the river) *SPKY2* He was killed by the American inva... pionists, and afterwards a wood cabin was built on his grave. This gave him unrest, and he'd really like to see this cabin fall to pieces. So many ways to do that. I'm pretty sure there are more ways than one to turn that cabin into lumber. METHOD: Simple, you need to destroy the cabin, and there are several ways to do this. STRATEGY: Two easy methods I can think of. 1.) Cast Gust and Gathering Winds (Unless you've gotten Stormtalon already, then use Typhoon), maybe also a bit of rain, and then just wait, the cabin should fall after a while. 2.) It seems that you can also break the cabin faster by casting Tremor or Quake close to it while beforehand mentioned wind powers are on the loose. III. (Stormtalon - Secret!) (Rotting tree in the lake) *SPKY3* Stormtalon, Prince of The Elements, has had enough of the mortals and their attempts at emulating powers which only he and his fellow spirits should be messing with. If you can call upon him, he will hear your call and join you cause. Well, Prince of The Elements... I wonder which element? (Okay, this isn't much of a hint to go on, but the first you hear of him isn't until you've called upon him, so...) METHOD: You will need to have both Stormtalons fetters blasting through the air in order to call him forth... now, which two elements? STRATEGY: Stormtalon's two fetters are electricals and outside (Outside meaning mostly wind...). Use Gust and Rain while outside and lightning should strike into the rotting tree in the middle of the lake. And so Stormtalon has been freed. IV. (Scarecrow - Semi-secret!) (In the fields) *SPKY4* By semi-secret I mean that he doesn't show a marking in the control bar/hud on the left, but you can talk to him and get your hint. He starts up with some strange mumbo jumbo about ravens, blood and Warhammer 40'000... or was that last one just me...? I guess we need to decipher the gibberish and then do whatever he wants... METHOD: Yes, let me tell you what he's rambling about: Blood... pouring blood... just... lot's of... blood... STRATEGY: Cast Rain and Gore in order to set this very decent spirit free. You must cast gore near him so the lake he is sitting (hanging?) by will turn red. -------------------------------------------------------------- l.) Ghostbreakers *GBRK* I. Banzai and Windwalker (Prison cells) *GBRK1* These two spirits have been take captive by the Ghostbreakers and are held in place by an ESD, placed in the morgue (The place where you found Blue Murder). The only way to free them is either to get Banzai at an earlier chance, or ot bust up the ESD. Well, better get those brain cells thinking... the ESD is protected by a forcefield, and the forcefield generator is in the same room with the same protection. I wonder if we're hinted of some weaknesses in the system? METHOD: I'll only tell you these two things: 1.) Although you (probably :-) used electrical spirits against the two first generators and the alarum, electricity is no go when first going for the ESD. 2.) The ESD and generators need to stay cool in order to function! STRATEGY: I assume you've already destroyed the two other generators since they are part of the mission, not part of freeing these spirits in particular. Use Surge (Or some other electrical malfunction power) on the switch with a snowflake on it in the basement by the stairs up. The air intake will change. Place Sparkle on the Ghostbreaker van outside and have him cast Inferno. The warm heat will go into the system and disable the forcefield. Do as you see fit to destroy the ESD (this is where the electrical spirits come back in!). -------------------------------------------------------------- m.) Full Mortal Jacket *FUMJ* I. Wisakejak (Near the commander's quarters) *FUMJ1* He is probably one of the oldest tricksters alive... well, somewhat kicking anyway... and ever since he was put under a curse that was never lifted be cause of really bad luck (He was bound to a tree, only to be freed when the tree went up in smoke... unfortunately some indians decided to use the tree as a totem...) he's really been wanting to stretch his legs again. Somehow you need to flame or burn the totem he's bound to. Well, burn the totem... not too difficult... is it? METHOD: Obviously you'll need a fire spirit to burn the wood, but there is nowhere to bind one inside the room... sometimes the trapped spirits can give a helping hand too... STRATEGY: Start your scaring, and when you get 240 plasm use Wisakejak's "Tojan Gift" power. It will summon a gift package which any spirit can be bound to. Now you can freely bind Firetail or Arcligt to the gift and see the whole room go go up in smoke with Bonfire. ------------------------------------------------------------------------------- =============================================================================== ------------------------------------------------------------------------------- 5.) CREDITS ME..................................... For this guide... self-loving me Devistater.......................... For a lot of detail and extra ideas Sick Puppies...................... For this excellent game (Had to come) ALSO THANKS TO THESE GUYS FOR ALL SORTS OF TIDBITS: -*Kermit*- -*Karzon*- -*crovax*- -*Chin*- -*Kaevad*- -*dongio8*- -*Oktavius*- -*Stoneskin*- -*Hyder*- -*Grimly2K*- -*Basil*- -*Pnume*- ------------------------------------------------------------------------------- =============================================================================== ------------------------------------------------------------------------------- Hope you enjoyed this guide and found it useful! |-* Mayko *-| COPYRIGHT 2003 JOHANNES L. BORRESEN