This Ghost Master walkthrough is divided into 14 total pages.
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Weird Seance
![Ghost Master Walkthrough - Ghost Master 12](ghost-master-12-small.webp)
There are three trapped spirits in this level. Here on the main level you'll find Lucky.
![Ghost Master Walkthrough - Ghost Master 13](ghost-master-13-small.webp)
Lucky tells you that the pinball machine is warm and inviting - unless someone wins.
![Ghost Master Walkthrough - Ghost Master 14](ghost-master-14-small.webp)
Once the mortals are scared, they don't much like playing pinball, so work on freeing Lucky straight away. Start by ordering Lucky to use only the current power band. This way the mortals won't be frightened away by other spells.
![Ghost Master Walkthrough - Ghost Master 15](ghost-master-15-small.webp)
Once a mortal starts playing pinball, have Lucky cast 'Charm' on them to improve their game.
![Ghost Master Walkthrough - Ghost Master 16](ghost-master-16-small.webp)
Once a mortal wins, Lucky is free. One down, two to go.
![Ghost Master Walkthrough - Ghost Master 17](ghost-master-17-small.webp)
The level's second trapped spirit, Wendel, can be found here on the upstairs level.
![Ghost Master Walkthrough - Ghost Master 18](ghost-master-18-small.webp)
Wendel tells you that he wants you to scare the Alpha Tau president.
![Ghost Master Walkthrough - Ghost Master 19](ghost-master-19-small.webp)
A check of the mortal pack reveals that Ted Gable is the Alpha Tau president. He's right next to Wendel, asleep in his bed. Set Wendel to cast 'Laughter' and wake up Ted.
![Ghost Master Walkthrough - Ghost Master 20](ghost-master-20-small.webp)
Now you need to build some plasm. Setting Terroreyes, the level's third trapped spirit, to 'Fascinate' and binding Boo to the same room works well.
![Ghost Master Walkthrough - Ghost Master 21](ghost-master-21-small.webp)
Once you have enough plasm, bind Aether to the area outside Terroreyes' window and cast 'Shattering Song.'
![Ghost Master Walkthrough - Ghost Master 22](ghost-master-22-small.webp)
Terroreyes' jar is shattered, setting him free. Two down, one to go.
![Ghost Master Walkthrough - Ghost Master 23](ghost-master-23-small.webp)
Follow Ted Gable around, binding ghosts nearby. Here you see Stonewall about to scare with a 'Tremor'.
![Ghost Master Walkthrough - Ghost Master 24](ghost-master-24-small.webp)
Keep up the fright and Ted will flee in terror.
![Ghost Master Walkthrough - Ghost Master 25](ghost-master-25-small.webp)
Wendel is now free - three out of three! Now all you have to do is scare the rest of the mortals out of the house.
![Ghost Master Walkthrough - Ghost Master 26](ghost-master-26-small.webp)
Bind Wendel to a room with a mortal and set him to 'Chase.' You can repeat this for a sure-fire way to scare the mortals out of their wits!
![Ghost Master Walkthrough - Ghost Master 27](ghost-master-27-small.webp)
Down in the basement you'll find the socially maladjusted. Binding Lucky to the boiler and casting 'Strange Behavior' will get them moving.
![Ghost Master Walkthrough - Ghost Master 28](ghost-master-28-small.webp)
You can even bind Terroreyes to this deer head for a good centrally-located scare.
![Ghost Master Walkthrough - Ghost Master 29](ghost-master-29-small.webp)
Send them all fleeing and complete the level.
More Ghost Master Walkthroughs
This Ghost Master walkthrough is divided into 14 total pages.