This Ghost Master walkthrough is divided into 14 total pages.
You can jump to nearby pages of the game using the links above.
Deadfellas
![Ghost Master Walkthrough - Ghost Master 99](ghost-master-99-small.webp)
Your objective is to make Don Bartholomew believe in ghosts.
![Ghost Master Walkthrough - Ghost Master 100](ghost-master-100-small.webp)
There are four trapped spirits in this scenario. Fingers is fettered to the piano in the ship's lounge.
![Ghost Master Walkthrough - Ghost Master 101](ghost-master-101-small.webp)
Fingers is in need of remembering just the right tune.
![Ghost Master Walkthrough - Ghost Master 102](ghost-master-102-small.webp)
Trapped in the casino you'll find another trapped spirit, Knuckles.
![Ghost Master Walkthrough - Ghost Master 103](ghost-master-103-small.webp)
Knuckles seeks revenge on the dealer.
![Ghost Master Walkthrough - Ghost Master 104](ghost-master-104-small.webp)
Down on this deck is Flash Jordan, bound to her ashes in the Don's bedroom.
![Ghost Master Walkthrough - Ghost Master 105](ghost-master-105-small.webp)
Flash Jordan needs someone to 'bust her loose.'
![Ghost Master Walkthrough - Ghost Master 106](ghost-master-106-small.webp)
Way down here in the ship's bowels you'll find Wavemaster.
![Ghost Master Walkthrough - Ghost Master 107](ghost-master-107-small.webp)
Wavemaster needs someone to operate the bilge pump to be set free.
![Ghost Master Walkthrough - Ghost Master 108](ghost-master-108-small.webp)
To start, you must first build some plasm. Binding Weatherwitch to this central corridor and setting her band to Thunderclap is a good choice.
![Ghost Master Walkthrough - Ghost Master 109](ghost-master-109-small.webp)
Setting Buck loose to chase the mortals is also a good idea. Order him to roam for maximum impact.
![Ghost Master Walkthrough - Ghost Master 110](ghost-master-110-small.webp)
Bind Quiver near the bilge pump controls. Cast Insane Invitation to lure the mortals to the lower deck. You can also pre-position Raindancer here.
![Ghost Master Walkthrough - Ghost Master 111](ghost-master-111-small.webp)
Once someone descends the stairs and you have enough plasm, have Raindancer cast Flood.
![Ghost Master Walkthrough - Ghost Master 112](ghost-master-112-small.webp)
Seeing the flood, the mortal will operate the bilge pump.
![Ghost Master Walkthrough - Ghost Master 113](ghost-master-113-small.webp)
Wavemaster is now yours to control.
![Ghost Master Walkthrough - Ghost Master 114](ghost-master-114-small.webp)
Hear that tune that Jude Klous is whistling? It's the tune that Fingers has been trying to remember.
![Ghost Master Walkthrough - Ghost Master 115](ghost-master-115-small.webp)
Bind Quiver near the piano and cast Insane Invitation. You can also cast Fool's Errand to get Klous up here, or use a combination of the two.
![Ghost Master Walkthrough - Ghost Master 116](ghost-master-116-small.webp)
Once Jude whistles the tune near the piano, Fingers is all yours.
![Ghost Master Walkthrough - Ghost Master 117](ghost-master-117-small.webp)
Now for Knuckles. Bind Lucky to the roulette wheel and cast Luckstorm.
![Ghost Master Walkthrough - Ghost Master 118](ghost-master-118-small.webp)
It may take some patience, but after a while a lucky mortal will show up to play, and hopefully win.
![Ghost Master Walkthrough - Ghost Master 119](ghost-master-119-small.webp)
They'll need to win three times in a row. Once they do, Knuckles is free and at your command.
![Ghost Master Walkthrough - Ghost Master 120](ghost-master-120-small.webp)
Make sure you bring Banzai, whom you freed in the last level. Bind him to this plant and cast Quake.
![Ghost Master Walkthrough - Ghost Master 121](ghost-master-121-small.webp)
A cutscene shows Flash Jordan's urn breaking apart.
![Ghost Master Walkthrough - Ghost Master 122](ghost-master-122-small.webp)
She'll possess the first person who walks by, and be free to work as your newest spirit.
![Ghost Master Walkthrough - Ghost Master 123](ghost-master-123-small.webp)
Now to focus on Don Bartholomew's belief level. Indoor weather, like this hailstorm in the bathroom, are good at building belief.
![Ghost Master Walkthrough - Ghost Master 124](ghost-master-124-small.webp)
You can bind Knuckles to Don's bed, order Knuckles to pick on Don, and stay at the Possess power band. When Don comes near he'll become possessed by Knuckles.
![Ghost Master Walkthrough - Ghost Master 125](ghost-master-125-small.webp)
The blue rings surrounding Don indicate that his belief is rising. After his belief rises midway you'll receive this notice that Don will soon believe.
![Ghost Master Walkthrough - Ghost Master 126](ghost-master-126-small.webp)
Don's belief eventually rises enough for him to jump overboard, completing the level objective.
More Ghost Master Walkthroughs
This Ghost Master walkthrough is divided into 14 total pages.