Ghost Master Walkthrough Deadfellas

September 12, 2016 (Last Updated: ) | Reading Time: 3 minutes

This Ghost Master walkthrough is divided into 14 total pages.

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Deadfellas

Ghost Master Walkthrough - Ghost Master 99
Ghost Master Walkthrough - Ghost Master 99

Your objective is to make Don Bartholomew believe in ghosts.

Ghost Master Walkthrough - Ghost Master 100
Ghost Master Walkthrough - Ghost Master 100

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 Walkthrough - Ghost Master 101

Fingers is in need of remembering just the right tune.

Ghost Master Walkthrough - Ghost Master 102
Ghost Master Walkthrough - Ghost Master 102

Trapped in the casino you'll find another trapped spirit, Knuckles.

Ghost Master Walkthrough - Ghost Master 103
Ghost Master Walkthrough - Ghost Master 103

Knuckles seeks revenge on the dealer.

Ghost Master Walkthrough - Ghost Master 104
Ghost Master Walkthrough - Ghost Master 104

Down on this deck is Flash Jordan, bound to her ashes in the Don's bedroom.

Ghost Master Walkthrough - Ghost Master 105
Ghost Master Walkthrough - Ghost Master 105

Flash Jordan needs someone to 'bust her loose.'

Ghost Master Walkthrough - Ghost Master 106
Ghost Master Walkthrough - Ghost Master 106

Way down here in the ship's bowels you'll find Wavemaster.

Ghost Master Walkthrough - Ghost Master 107
Ghost Master Walkthrough - Ghost Master 107

Wavemaster needs someone to operate the bilge pump to be set free.

Ghost Master Walkthrough - Ghost Master 108
Ghost Master Walkthrough - Ghost Master 108

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 Walkthrough - Ghost Master 109

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 Walkthrough - Ghost Master 110

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 Walkthrough - Ghost Master 111

Once someone descends the stairs and you have enough plasm, have Raindancer cast Flood.

Ghost Master Walkthrough - Ghost Master 112
Ghost Master Walkthrough - Ghost Master 112

Seeing the flood, the mortal will operate the bilge pump.

Ghost Master Walkthrough - Ghost Master 113
Ghost Master Walkthrough - Ghost Master 113

Wavemaster is now yours to control.

Ghost Master Walkthrough - Ghost Master 114
Ghost Master Walkthrough - Ghost Master 114

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 Walkthrough - Ghost Master 115

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 Walkthrough - Ghost Master 116

Once Jude whistles the tune near the piano, Fingers is all yours.

Ghost Master Walkthrough - Ghost Master 117
Ghost Master Walkthrough - Ghost Master 117

Now for Knuckles. Bind Lucky to the roulette wheel and cast Luckstorm.

Ghost Master Walkthrough - Ghost Master 118
Ghost Master Walkthrough - Ghost Master 118

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 Walkthrough - Ghost Master 119

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 Walkthrough - Ghost Master 120

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 Walkthrough - Ghost Master 121

A cutscene shows Flash Jordan's urn breaking apart.

Ghost Master Walkthrough - Ghost Master 122
Ghost Master Walkthrough - Ghost Master 122

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 Walkthrough - Ghost Master 123

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 Walkthrough - Ghost Master 124

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 Walkthrough - Ghost Master 125

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 Walkthrough - Ghost Master 126

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.

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