Ghost Master

Ghost Master

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Ghost Master - COMPLETE WALKTHROUGH
Autorstwa: ThatGuyYouAren't
This guide is a complete walkthrough for the game "Ghost Master." Here, I will tell you how to complete each level and unlock EVERY ghost in the game, including secret/hidden ghosts. I felt this guide was needed, since the incredibly cryptic nature of the game's puzzles can border on cruelty. The game is a really good idea, but the freakishly difficult puzzles let it down. Hopefully one day someone will make a good reboot or sequel.

Anyway, here's how to beat the game in its entirety!
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Haunting 101
This is the first and easiest level in the game. If you don't know how to play, just let the tutorial tell you what to do. It'll tell you how to do everything including unlocking Weatherwitch.

To get Weatherwitch, bind Cogjammer to the boom box above her and highlight "Wild & Crazy." This will unlock Weatherwitch, who is then available to be bound in the thoroughfare outside.

Aside from that, just scare everyone out of the house. Boo's "leak" and "rattle chains" abilities are good for luring mortals into a room so that another ghost can scare multiple mortals at once.

Protip (applicable to whole game): Once your ghost has successfully scared a mortal, you can go to their powers and click the bottom tab saying "Plasm" to make the ghost stop using that power. That way, you can highlight a different power for them to do, allowing for more scares in a shorter time. For powers such as 'Swarm Strike" and "Swallow," I always do this. For ongoing powers that scare anyone in the room, you might want to wait if a mortal is about to enter the room before you cancel the power, even though the ones in the room have already been scared. Use your judgment on this.
Weird Séance
In this level, you can unlock three spirits: Lucky, Wendel and Terroreyes. Here's how to unlock them.

Lucky:
Have Lucky cast "Luckstorm." This will give each mortal either good or bad luck. You want a mortal with good luck to play the pinball machine. When they win, Lucky gets electrocuted and abandons the machine, thus is unlocked.

Terroreyes:
Bind Aether outside near the window by Terroreyes. Cast "Shattering Song." This will unlock Terroreyes.

Wendel:
This one is simple. Scare away Ted Gable (the guy sleeping in the bed next to Wendel). To wake him up, I just use Boo's "Rattling Chains." Make sure Ted isn't the last mortal to be scared away, though, as this prevents the cutscene for Wendel's release playing, thus he won't be unlocked.

To complete the rest of the level, simply scare everyone away. Again, it's good to lure mortals into a room using Boo's "Leak" and "Rattle Chains" abilities so that another ghost can cast a good, powerful crowd-scare.
The Calamityville Horror
Here's where things get more tactical. You need to scare mortals just enough to keep enough plasm to power your ghosts, but you don't want to scare them away as you need them to report corpses to the police. The level is complete when the police have discovered two corpses. The ghosts to unlock on this level are Static, Maxine Factor and Arclight. Here's how to unlock them.

Maxine Factor (most difficult):
Bind Boo to Maxine's room and highlight "Leak" so that he casts that and "Rattle Chains." This lures mortals to the room. Once someone unlocks the room, have Weatherwitch in the top floor and casting "Siren Song." Also, have Maxine cast "Obsession." It's best to give these two the command "Only use the power at your current powerband" so they don't scare anyone away. Once a lady uses the makeup where maxine is, she's yours. But man, it can be annoyingly difficult and time-consuming to successfully lure someone to use the makeup.

Static (easiest):
Bind Stonewall to the flowerpot nearest Static's chimney on the roof and have him cast 'Tremor.' Static's corpse will fall part way down the chimney. Next, go all the way to the downstairs living room and bind Ghastly to the piano. Have him cast "Bitter Cold." This will cause a mortal to light the fireplace. Since static's body is blocking the chimney, the room will fill with smoke and a handyman will be called to clean the chimney. The handyman will loosen Static's bones, thus unlocking him. The handyman's discovery causes him to summon the police.

Arclight (slightly difficult):
Bind Stonewall to the patch of dirt in the basement, near Arclight's body, and have him cast "Tremor." This loosens a brick. If the handyman isn't already there, he'll be called once a mortal sees the hole in the wall. Once he's there, bind Boo next to Arclight's body and highlight "Leak." He'll continue to cast "Leak" and "Rattle Chains." When the handyman goes to work on the wall, Arclight grabs him, shows him his body, and is unlocked.

The discovery of all these corpses, at any point, results in the cops being called. Use various spells to lure the cops to the bodies. Once they've found two corpses, the mission is complete!
Summoners Not Included
Don't scare ANY of the college students away. The only person you want to scare away is the mad professor. You want the students to discover the book in the basement and summon the Darkling. To make the book discoverable to the students, bind Boo in the basement and have him cast "Kinesis" until the book falls on the ground.

But first, you need to unlock some ghosts. They are Moonscream, Raindancer and Dreamcatcher.

Dreamcatcher:
Bind Aether to the bicycle in the hallway where Dreamcatcher is. Have him cast "Shattering Song." Dreamcatcher is now free. Simple!

Raindancer:
Bind Stonewall near the outhouse and have him cast "Tremor." This destroys the bees' nest, thus the bees will not chase mortals away. Next, bind Boo inside the outhouse and highlight "Leak" so that he keeps casting that and "Rattle Chains" to lure mortals in. Eventually, someone will use the toilet. Once it's flushed, Raindancer is yours.

Moonscream:
Have Moonscream cast "Strange Vision." Once a mortal sees her, she's free.

Before the final unlock, you must have the college students discover the cellar. Bind Weatherwitch next to the cellar door (covered in leaves) and have her cast "Gusts." The leaves will be blown away, allowing the students to discover the door. Have Weatherwitch cast "Siren Song" to draw the students nearby. It's also a good idea to have Boo in the basement with "Leak" highlighted to draw them in. Once the students are in, don't scare them. Let them discover the book and begin summoning the Darking.

But wait!
Who's this guy?!
The professor shows up to ruin everything. Scare him away, but not the students. For this, just put as many ghosts in the cellar as possible. Have them cast spells. Stonewall's "Swallow" is pretty good, as is Clatterclaws' "Swarm Strike." Just make sure the college students aren't in the room, otherwise you might scare them off as well.

Once the professor is gone, have Boo cast "Leak" in the cellar. Once they're in, let them summon the Darkling and the level is complete!
The Unusual Suspects
Congratulations on completing Act 1! As a reward, you get to scare EVERYONE in the precinct away! Just don't scare Norman Franz off until Blue Murder is unlocked.

I recommend you go in with Buck, Arclight, Stonewall, Raindancer, Wendel and a ghost of your choosing. Clatterclaws is always good. The locked ghosts on this level are Blue Murder, Banzai and Electrospasm. Here's how to unlock them.

Electrospasm:
Bind Raindancer to the sink in the room where Electrospasm is. Have raindancer flood the room, then make electrospasm cast "Spark." This will free him. Yay!

Banzai (hidden):
Bind Stonewall to the plant pot in the front waiting room. If you're looking from the desk, it's on the left. I think a goth girl sits next to it. Anyway, bind him there and he'll immediately unbind, revealing Banzai, who is then yours!

Blue Murder:
She's after a crooked cop. You need to find the cop and bring them to her. There's an open briefcase full of money on the basement level and a dude guarding it in the room adjacent. Scare that dude away and the crooked cop will come after the money. You'll find that the cop is Detective Norman Franz. Once he's revealed as the corrupt cop, lure him to the room where Blue Murder by having her cast "Obsession." This may take a few attempts due to a clipping problem on the staircase. Once he's there, though, she'll tell him off, scare him away, and become unlocked for your use!

With all the ghosts unlocked, you're free to scare everyone away, including the prisoners! You'll notice they can't actually run away, but if they're over their fear threshold for long enough, they just disappear. If everyone else is gone, but some prisoners remain, have Banzai cast "Quake" to open the cell doors and free everyone. I say to do this last because the resulting earthquake will destroy some fetters. Once everyone's scared away, the level is complete!

Buck is an absolute powerhouse, by the way, since he can go indoors and outdoors.
Deadfellas
The objective is to make Don Bartholomew believe in ghosts. You can either raise his belief bar (blue) or just scare him off the boat. Scaring is probably easier. But first, you've got a whopping FOUR spirits to unlock: Fingers, Knuckles, Flash Jordan and Wavemaster. You'll want to build some plasm prior to unlocking, so try to scare crowds. Command Buck to roam and to only use powers if mortals present, then set his powerband to maximum. As I said before, his ability to go anywhere makes him a powerhouse.

Once you have a fair bit of plasm built up, here's how to unlock the ghosts.

Fingers (difficult):
You need Jude Klous to walk near Fingers. Use Weatherwitch's "Siren Song" to draw him near, then Quiver's "Insane Invitation" to get him into the room. Klous is whistling the tune Fingers is trying to remember. Once he hears it, he'll recall and play it, setting him free and adding him to your army.

Knuckles (patience):
Bind Lucky to the roulette wheel and cast "Luckstorm." Lucky needs to keep casting this until a lucky mortal plays and wins. When someone wins, you get Knuckles!

Flash Jordan (easy):
Bind Banzai to a potted plant nearby and have him cast "Quake." Her urn will fall and shatter. Once someone walks past, she'll possess them and join your team!

Wavemaster (difficult):
Bind Quiver in the room with Wavemaster and have him cast "Insane Invitation." Once a mortal makes their way to the room, have Raindancer flood the place. The mortal will see the flood and turn on the pump, setting Wavemaster free.

With all the ghosts free, go ahead and start working on Don Batholomew's belief. Stuff like indoor weather will help, but probably the most consistent way is to have Knuckles possess him. Once he believes in ghosts, the mission is complete!
Poultrygeist
No puzzles to solve here - just scare everyone away! No puzzles, however, doesn't necessarily mean it'll be easy. You see, on this level is where your ghosts can come under threat. When the mortals get scared, they'll get on the phone to call a medium. She'll arrive and scan around the rooms. If a ghost is nearby when she scans, the ghost will likely be captured, making in unusable for the remainder of the level. You can try and prevent the mortals from summoning the medium by scaring them away from the phone, but you probably won't be able to keep them from it forever.

Once the medium arrives, focus on scaring her as much as possible whilst keeping your ghosts safe. After a while, some "ghost breakers" (basically ghost busters, but, y'know, copyright) will arrive. These guys are serious business. They also want to capture your ghosts. There will be three ghost breakers as well as the medium, meaning four threats to your ghost, so keep a close eye on these people. Scare them away as fast as possible, but remember, try to keep your ghosts safe as well.

There's an unlockable ghost on this level called Hard Boiled. He's bound to the little girl. Feel free to use him, but once the medium shows up, set his power band to zero to prevent the medium or ghost breakers from detecting him.

If one of your ghosts gets captured, don't panic. The ghost will be usable again when this mission is over.
Facepacks & Broomsticks
Your goal: Scare the three witches away! Keep in mind that these witches have the same powers as mediums and ghost breakers; they can capture your ghosts, so be careful.

There are three ghosts to unlock: Hogwash (back patio), Tricia (upstairs bathroom mirror) and Firetail (basement). Here's how to unlock them.

Firetail (easy):
Bind all your elementals to the fetters on the circle. Banzai on earth, Raindancer on water and Whisperwind on air. Spheres will form, which protect your spirits. This unlocks firetail, and also subverts the circle of protection, which means your haunters will be immune to the witches' magic. Yay!

Hogwash (medium):
There's a dude wearing headphones. Lure him onto the back patio. Hogwash wants electrical fetter to bind to. Cast "Fool's Errand" on the dude to help out with this. Other luring spells are good too. Once he walks past, Hogwash will be, like, totally stoked, man. He now belongs to you.

Tricia (patience of a saint may be needed):
Tricia needs to practice her "Clone" spell on someone who looks pretty similar to her. That person is Blair Welchel. You basically need to coax Blair into the top bathroom so that she looks in the mirror. When she looks in the mirror, have Tricia cast "Clone" and she'll be freed. Blair Welchel is scared away EXTREMELY easily, so be careful not to freak her out.

With the ghosts free, you can scare those witches away. Keep rebinding your haunters as the witches move around. You might want to keep the dude with the headphones around too, since he's pretty much a mobile electrical fetter. Oh, and bear in mind that, some spells can break the circle of protection (e.g. Rain, Quake), making your haunters vulnerable to capture.
Phantom of the Operating Room
Mission task: Scare the doctors away! As soon as one mortal is scared away, ghost breakers arrive. Try to prioritise scaring them off so your ghosts have room to breathe.
The three ghosts trapped on this level are Daydreamer (2nd to the top floor, I think. Near the front of the hospital), Brigit (basement) and Harriet (one of the big bedrooms - can't remember exact floor). Here's how to unlock them.

Daydreamer:
Bind Moonscream near his room and have her cast "Cacophony." The noise will wake him up, unlocking him for you. Fun fact: If you choose 'POV' on a sleeping mortal as your ghost is giving them a nightmare, you can see the dream go from a cute sheep balancing on a fence to a demon sheep. It's kinda funny.

Harriet:
The kid she's bound to is crying because his teddy got stolen. Find the little brat who stole it and scare the crap out of him. A nurse will find the teddy and pick it up, eventually returning it to the young lad. When Harriet sees that the kid is happy and no longer feels the need to comfort him, she's set free and will join your forces.

Brigit:
Hers is a tragic story. You need to find her cheating fiancé. The man you're after is Dr. Seth Greenwood. He's a womaniser, so is always trying to make out with the women. You need him to try and win over Dr. Whinnery (the lady sat in the room with Brigit), but she's not very attractive, so you need to scare off all the nurses. With them gone, he'll go after Dr. Whinnery. When he's in the room with her, make her cast "Strange Vision." She'll reveal herself to him, scaring him away and setting her free.

With all the ghosts unlocked, scare away all the doctors (don't forget Whinnery!) and you're done. :D
The Blair Wisp Project
MIssion: lure the filmmakers to the Darkling. He must feed on their souls!

There are three ghosts trapped on this level: Sparkle (extinguished campfire), Blair Wisp (island in the middle of the river) and The Darkling (basement).

First, let's unlock Sparkle:
You'll find two bear traps near a huge rock. Bind Terroreyes to one and Blue Murder to the other. Make Blue Murder cast "Bitter Cold" and Terroreyes cast "Ice Breath." Let these spells stick. Next, bind Harriet near the campfire and use "Fascinate" to lure them over. They'll light the fire, freeing Sparkle.

Next, Blair Wisp:
Bind Weatherwitch and Aether on the island. Make them cast "Gusts" and "Gathering Winds" together to get rid of the fog obscuring the island. Terroreyes' and Blue Murder's chill spells should still be activated, as this freezes the river, allowing the filmmakers to cross. Get Weatherwitch to cast "Siren Song" or Harriet to cast "Fascinate" whilst on the island to draw the mortals over. Once they're on the island, have Blair Wisp cast "Hypnotic Image." Once the mortals see Blair Wisp, he's free.

Finally, The Darkling:
Bind Banzai near the big tree and have him cast "Quake." This will knock the tree over, providing a bridge for the mortals. Have the Darkling cast "Obsession" to lure them over the bridge and into the cellar. There, they'll repeat the ritual and he'll eat their souls. You will find, however, that the professor from before has captured the Darkling. So really, you haven't gotten him yet. You'll need to rescue him in a later mission.
Spooky Hollow
MIssion: Find the mortal attempting to master the Dragoon.
There are four trapped spirits on this level: The Dragoon (runs around), Black Crow (little shack) and two hidden spirits: Stormtalon (tree in the middle of some water) and Scarecrow (a field with a small puddle of water). Here's how to unlock them.

Stormtalon:
Find the tree in the middle of a body of water. Near it, have Weatherwitch cast "Rain," Whisperwind cast "Tempest," Aether cast "Gathering Winds," and Raindancer also casting "Rain." After a while, the tree is struck by lightning, unlocking Stomtalon.

Black Crow:
The combined wind spells from Aether and Whisperwind will blow the shack down, freeing Black Crow.

Scarecrow:
Bind Harrier next to the Scarecrow and have her cast "Fascinate." When a child comes nearby, bind Hard Boiled to the kid and have him cast "Gushing Blood." The touch of blood unleashes Scarecrow, and he is now yours.

The Dragoon:
By now, you've probably heard of Earl Walton's nefarious deeds. You need two ghosts casting wind spells nearby to activate the windmill and knock off the ceremonial skull. Put Harriet near a window and have her cast "Fascinate." This will draw a mortal near, who will see what Earl's doing. Earl commands the Dragoon to chase the mortal. To prevent them from being scared off, you need to have Black Crow possessing said mortal. Instead of being scared away, the mortal will go tell the others about what Earl's doing. The mortal will go back to the windmill, call Earl out, shout at him, then grab the skull and return it to its rightful resting place. The skull was that of the Dragoon, and he is set free.

To wrap things up, scare Earl Walton away. Black Crow's "Swallow" spell should scare him sufficiently.
Ghostbreakers
Here, you come across a new obstacle: Astral wards. God do I ♥♥♥♥♥♥♥ hate astral wards. They prevent you binding your haunters. How anyone was meant to figure this crap out without a guide is beyond me. Like, ♥♥♥♥♥♥♥♥. You've seen how cryptic the game can be so far, but these are just silly. Not to worry, though! You've got this guide!

Windwalker is the only trapped spirit on this level (in a prison cell under the red ward). Before we save him, we have a bunch of stuff to do.

Bind Stormtalon to the van in the parking lot and have him cast "Blackout." This takes down the green ward for a limited time. Quickly bind Hogwash to the generator (there's a red cable leading from it) and have him cast "Surge." This sounds an alarum and takes the blue ward offline. Bench Hogwash as soon as this happens, then bench Stormtalon and replace him with Hogwash.

Now, have Hogwash cast "Blackout" to take the green ward down again. Immediately bench him once this takes effect in order to keep him safe. On the upper floor, in one of the rooms adjacent to the waiting room, there's a device near a TV. Bind Stormtalon to it and have him cast "Surge." This takes the alarum offline, meaning the Ghostbreakers have to work harder to find your ghosts. Unbind Stormtalon.

Next, unbind Hogwash and put Stormtalon on the van. Have him cast "Blackout" again. In the other room next to the waiting room (with a locker on one side and computer on the other), there's another device. Bind Hogwash to it and cast "Surge" to take the green ward down for good. Now it's time to scare the crap out of those annoying ghostbreakers. Everyone else will need to be scared away eventually, so feel free to scare them too. Mainly, though, focus on the ghostbreakers. Just make sure not to scare everyone away until you've freed Windwalker.

Bind Dragoon outside and he'll chase people who leave the building. Buck is good for this too. If one of your ghosts is under attack and can't be saved, gang up on the attacking ghostbreaker. The ghostbreaker will be vulnerable whilst focussing on the one ghost.

With all the ghostbreakers gone, bind Stormtalon to the air conditioning unit on the outside wall by the parking lot. Make him cast "Tempest." On the lower level, just underneath the unit on the inside, is the air conditioning control unit (it has a snowflake on it). Bind Hogwash to it and have him cast "Surge" until the air conditioning unit reverses its direction. Then, bind Sparkle to the van and cast "Inferno." The red ward overheats and is finally disabled.

Bind Hogwash to the ESD (big device with blue and red wires running into it in the room where Blue Murder was discovered) and use "Surge" to disable it, freeing Windwalker. Finally!

Now, scare off (or drive insane) any remaining mortals.
Full Mortal Jacket
Your mission: Scare off (or drive insane) all the mortals! There's one ghost trapped here. His name is Wisakejak.

How to unlock Wisakejak:
Once you've cultivated enough plasm, have him cast "Trojan Gift" and bind Arclight to it. Have Arclight cast "Bonfire." Boom, Wisakejak unlocked. Simple!

Beware of the pirest on this level - he can capture your ghosts! Have Black Crow possess him to prevent him from capturing your ghosts.

At the front gate of the base are two guards who will turn away any mortals that you scare. Because of this, you'll need to scare them away first. After that, scare everyone as best you can! Arclight works pretty well when bound to the memorial. Dragoon, Buck, Scarecrow and Wisakejak all do pretty well outdoors. I'd recommend Brigit for thoroughfare and Clatterclaws for indoors as well.
What Lies over the Cuckoo's Nest?
MIssion: Free the Darkling and scare everyone away!

The Darkling is behind a red ward in the top floor, which is powered by five sleeping mental patients. You need to free the patients, but first, build up plasm by scaring people. Bind someone like Buck or Scarecrow out front for extra scares.

Bind Wisakejak to Kevin Caulkin (little kid) and have him cast "Trojan Gift." Bind Stomtalon and Hypnos to the gift. One of the hospital employees to regularly visits the red ward needs to pick up the gift and take it up there. This taks immense patience/luck, but the gift will eventually be taken up to the red ward with your ghosts attached. Have Stormtalon cast "Rain" to make an unhelpful mortal drop the gift. The Darkling's obsession may help, but only if the gift-bearing mortal is nearby.

Once in the red ward, bind Stormtalon to a device in the central room and bind Hypnos to Bruce Elm. Have Stormtalon cast "Surge" to open the doors. Make Hypnos cast "Sleepwalk" to get Bruce Elm out of his cell, breaking the power band to the machine trapping the Darkling. The Darking is now free and consumes the professor's soul.

Finally, scare everyone out of their wits and you're done! You'll see a cutscene of a bunch of ghostbreakers heading to Gravenville on a train. With an ether bomb to get rid of all the ghosts!

In the original release of the game, this was the final level. On the Steam/GOG versions, however, there's one more. Let's take a look at that, shall we?
Class Of Spook'em High (final level)
You want to go in with Hogwash, Cogjammer, Tricia, Darkling, Harriet, Sparkle, Firetail and Stormtalon.

Have Harriet drop an ethereal gift near the bottom of the stairs to the top floor. Bench her and bind Hogwash to the gift so that he can cast "Blackout," then set his power band to zero. Wait for the guy from the ether bomb room to investigate the outage, then pick up and bring back the gift. Once in the room with the ether bomb, bind Hogwash to something electrical. Have him cast "Surge," then set the power band to zero as soon as the surge is done. Use "Surge" on the Blue and Green wards, as well as the alarums, so you can scare people.

After enough scare-offs, or once the bomb is fried, a Stay Cold Ice Cream Man is deployed! Bench all outdoor haunters immediately. Bench any haunter that uses a power immediately, as there's no escape from the Ice Cream Man's banishing powers. Don't blow the ether bomb until the Ice Cream Man arrives. Until he arrives, place your haunter in the bomb room and scare people. Tricia and Darkling are a good team in the entrance way, but should be benched as soon as the Ice Cream Man arrives!

So yeah, once the Stay Cold Ice Cream Man enters the scene, scare everyone away, but carefully! Once the mortals are gone, you've beaten the game! Hurrah!
Komentarzy: 35
hiraniyaka 17 kwietnia o 9:48 
In case you're missing a Quake skill like me: it's possible to fall a tree in Blair Wisp without it, it seemed like Shuttering Song and two Tremors did the trick (maybe Thunderclaps was required as well), but probably it's enough to just dump all you have on that damned tree :D
In Cuckoo's Nest mission it's also sufficient to get staff scared enough, they start running around and opening doors letting mad guys out.
It's possible to get rid of Ice Cream man in the last mission though. Make a gift near him, bench back right away, put an Arclight guy into a gift and cast a Bonfire, Ice guy will melt.
Emeraldth3th 18 listopada 2024 o 7:42 
The Blair Wisp Project, just use harriet's gift ability to make a gift and use a fire spell near it, less hassle
Using unearthly calm from fingers and an attraction spell works best to get the crew on the island for the Blair Wisp, as the lake does not freeze, this can also be used to cross the lake easier
Spooky hollow, Quake also works to knock down the shack to get black crow
Using rain then gore with raindancer is easier than luring the kids over
and finally, for class of spook'em high, fire spells kills the ice cream man
Hope these help
Emeraldth3th 18 listopada 2024 o 7:42 
I've seen that messing with the switch box in the bilge seems to bring the captain down fairly consistently but this is probably another coincidence
Poultrygeist, small tip, but can help with planning, the ghostbreaker doesn't show up until the last person in the house besides the girl has been scared off
Facepacks and Broomsticks, also a minor one, if you don't feel like bringing 3 elementals with you, just use raindancer and use rain to extinguish the fire as the lizard says, note you will be able to be banished if you do it like this instead
Phantom of the operating room, the kid who took the bunny can be found in a bathroom about when you start the level, using Trish's clone ability will wind up with her making the kid faint, allowing Trish to pick up the bunny and return it
Emeraldth3th 18 listopada 2024 o 7:41 
A few asides for some of these that i find easier than listed or just extra tips
Weird Seance, ghastly can be used in the basement Seance to scare everyone there instantly
the Calamityville horror, static can be freed from the living room by any movement method really, whether it be kinesis,TK storm, or tremor, most of those work
The unusual suspects, cogjammer using wild and crazy or strange behavior on the switch boxes in the cell halls opens the doors too, no need to destroy fetters, this can also be done on the switch box in electroplasm's room to unlock him
Deadfellas, now I'm not sure if this is just a wild coincidence, but chain scaring Klous as he goes up the decks seems to make him run to the lounge 9 times out of ten, but this needs confirmation
just using jinx and leaving the casino dealer after works a treat, as just using jinx takes the randomness away
lergondo 31 października 2024 o 20:24 
Damn, Calling Doctor Greenwood a womanizer just cause girls want his wood? man that's a special level of copium, you realize after the haunt, him and the nurses would just get even closer? his fear gauge is pretty high, meaning he'll be there to comfort them while his psycho Ex he luckily escaped is off terrifying innocent people with me.
Cosmo 🐲 2 lipca 2024 o 4:41 
Very good and detailed guide, thank you very much. Have some awards!

I found on the Poultrygeist mission, if i put up a "scare zone" at the phone, no one would call for the medium. :HandAgony:
bru98 / bru98IT 10 czerwca 2023 o 3:34 
i found this guide wery usefull to get all what i wasn't able to get, but, i found a issue (maybe skill issue)
in the blair wisp project the water near the island dosn't freeze
Trisket Penguin 6 września 2022 o 21:08 
On Calamity Ville Horror you can use tremor again outside and it will cause the bones to fall without having to wait for the repair man or fireplace to be lit. A repair man will still be called if they find a hole in the wall in the basement. This whole level was just waiting for tremor to be cast.
ZeroPC 29 czerwca 2021 o 7:06 
A few tips:
- You usually dont need specific ghosts, just specfic abilities. Feel free to use your Plasma to get those abilities on haunters you usually work with it/are easier to get on
- The Ice Cream can actually be melted away with any fire-related ability. I usually just have Dragoon cast Bonfire and boom, away he goes for the rest of the level. Inferno, Roast, and Great Balls of Fire I think also work.
Dr Girlfriend 26 marca 2021 o 0:14 
On Poultrygheist, I scared all the adults away without letting any of them use the phone long enough to summon anyone... I thought. I WAS stuck with two kids that refused to be scared by anything. That is, until I unbound Whirlweird from the boy and he got scared instantly. Once he fled, I just had to deal with "Laurence Murray". Heads up, hope this helps someone. :steamthumbsup: