Ghost Master Walkthrough Weird Seance

September 12, 2016 (Last Updated: ) | Reading Time: 2 minutes

This Ghost Master walkthrough is divided into 14 total pages.

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Weird Seance

Ghost Master Walkthrough - Ghost Master 12
Ghost Master Walkthrough - Ghost Master 12

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 Walkthrough - Ghost Master 13

Lucky tells you that the pinball machine is warm and inviting - unless someone wins.

Ghost Master Walkthrough - Ghost Master 14
Ghost Master Walkthrough - Ghost Master 14

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 Walkthrough - Ghost Master 15

Once a mortal starts playing pinball, have Lucky cast 'Charm' on them to improve their game.

Ghost Master Walkthrough - Ghost Master 16
Ghost Master Walkthrough - Ghost Master 16

Once a mortal wins, Lucky is free. One down, two to go.

Ghost Master Walkthrough - Ghost Master 17
Ghost Master Walkthrough - Ghost Master 17

The level's second trapped spirit, Wendel, can be found here on the upstairs level.

Ghost Master Walkthrough - Ghost Master 18
Ghost Master Walkthrough - Ghost Master 18

Wendel tells you that he wants you to scare the Alpha Tau president.

Ghost Master Walkthrough - Ghost Master 19
Ghost Master Walkthrough - Ghost Master 19

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 Walkthrough - Ghost Master 20

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 Walkthrough - Ghost Master 21

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 Walkthrough - Ghost Master 22

Terroreyes' jar is shattered, setting him free. Two down, one to go.

Ghost Master Walkthrough - Ghost Master 23
Ghost Master Walkthrough - Ghost Master 23

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 Walkthrough - Ghost Master 24

Keep up the fright and Ted will flee in terror.

Ghost Master Walkthrough - Ghost Master 25
Ghost Master Walkthrough - Ghost Master 25

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 Walkthrough - Ghost Master 26

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 Walkthrough - Ghost Master 27

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 Walkthrough - Ghost Master 28

You can even bind Terroreyes to this deer head for a good centrally-located scare.

Ghost Master Walkthrough - Ghost Master 29
Ghost Master Walkthrough - Ghost Master 29

Send them all fleeing and complete the level.

More Ghost Master Walkthroughs

This Ghost Master walkthrough is divided into 14 total pages.

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