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Submitted by System on 09/03/2006, 09:50. Print file.
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Ghostmaster
Walkthrough by Elvor
Version 1.2
Date: 18 October 2004

Ok, first off I would like to say that this is my first walkthrough, so please
be gentle. I will try not to make mistakes, but if I do, or if you want to make
a contribution, feel free to e-mail me at elvorfilmathrang@gmail.com. (Note-all
contributions are copied directly from the email I receive, so no spelling and
grammar mistakes have been corrected.

--------
Contents
--------
1.0- Boring Legal Stuff
2.0- Introduction
3.0- Enemies
4.0- Walkthrough
4.1- Act 1
4.11- Haunting 101
4.12- The Calamityville Horror
4.13- Weird Seance
4.14- Summoners not Included
4.2- Act 2
4.21- The Unusual Suspects
4.22- Deadfellas
4.23- Facepacks & Broomsticks
4.24- Poultrygeist
4.25- Phantom of the Operating Room
4.26- The Blair Wisp Project
4.3- Act 3
4.31- Spooky Hollow
4.32- Ghostbreakers
4.33- Full Mortal Jacket
4.34- What Lies Over the Cookoo's Nest?
5.0- List of Ghosts
6.0- Credits
6.1- Contributions
7.0- Version History

-----------------------
1.0- Boring Legal Stuff
-----------------------
Sorry, has to be done!
This Walkthrough is copyright Jack Kenyon 2004. You may print as many copies of
this as you want for personal use. No money may be made from its distribution.
If you wish to post this guide on your site or use information from it, you must
e-mail me and be granted permission, and you must give credit to me. The only
sites that may currently post this are:
www.gamefaqs.com
www.neoseeker.com
http://dlh.net
www.cheatcc.com

You will always find the newest version on Gamefaqs.

-----------------
2.0- Introduction
-----------------
Ok, now to business. Ghostmaster is a game where you control a team of ghosts.
Duh. The task in most levels is to scare the living daylights out of the mortals
and make them run away. However, in some levels there are specific objectives to
do, so you are not allowed to scare them off. But I'm getting ahead of myself.
In this guide, I am assuming that you have read the manual. If you haven't, then
READ IT NOW.

------------
3.0- Enemies
------------
Now I will overview the different enemies found in Ghostmaster. These are the
people who can banish your ghosts and therefore lose you points.

Enemy 1- Witches. These are found in the Facepacks & Broomsticks level. They
look like Goths and use their pentagrams (star amulet things) to find your
Ghosts. If you see them waving these about then bench your ghosts quickly.

Enemy 2- The Medium. This enemy is found in the Poultrygeist level. You may not
see her at all, it depends on how good you are at scaring the mortals. I'm not
sure how she senses your Ghosts.

Enemy 3- Ghostbreakers. They are found in these levels: Poultrygeist, Phantom of
the Operating Room and of course Ghostbreakers. They find your ghosts with
electronic sensors and then zap them with ghosttrappers. They are the worst of
the enemies because they are quickest at finding your Ghosts.

Enemy 4- The Priest. Only found in the Full Mortal Jacket level, he uses his
crucifix to sense your ghosts and then uses the power of God to send your Ghosts
packing.

---------------
4.0-Walkthrough
---------------
Before I start, I will just say that the following walkthrough is just my way of
getting through the levels. You do not have to follow this but it does work. If
you have another way of doing it then feel free to e-mail me. Also I must say
this. The first time you play through, use the recommended team unless I say
otherwise. This lets you get a feel for the levels. On later tries, feel free to
pick your own team. Finally, for a clearer description of freeing the different
Ghosts, look at the List of Ghosts section later in the guide.

----------
4.1- Act 1
----------
Ok, the point of this act is to help find your way around the game.

Starting Ghosts- Aether
Boo
Clatterclaws
Cogjammer
Ghastly
Shivers
Stonewall
Whirlweird

------------------
4.11- Haunting 101
------------------
Game Description: You are ready for your field training, young Ghost Master. We
are taking you to the Kappa Lambda sorority house in Gravenville University.
Only a small number of sorority girls are in residence at the moment, but
scaring them all away should be a sufficient test of your abilities.

Task: Drive the Kappa Lambda girls from their sorority house.

Overview: Ok, first level. This is a pretty easy one. First time through just
follow the tutorial and you should be fine. Make sure to bring someone who can
use 'Wild & Crazy'.

Trapped Ghosts: Weatherwitch

Strategy: First off, free the trapped ghosts. (I do this first in every level.)
In this case, it is Weatherwitch. Simple enough, you need to get her out of the
'electric broomstick'. Bind Cogjammer to the stereo in the same room and have
him use 'Wild & Crazy'. Next, move him to the upstairs TV and set him to the
highest band. Bind Clatterclaws in the downstairs main hall, again with the
highest band. When you have enough plasm, bind Boo to the upstairs room with as
high a band as possible. Do the same with Shivers on the downstairs room and
Weatherwitch outside the door. That's it. Just keep the scares up and move up
the plasm bands as much as you can until you have all of the top abilities
going. When there are only a few mortals left, start to move your ghosts around
to follow them. Soon the last one will have fled in terror!

------------------------------
4.12- The Calamityville Horror
------------------------------
Game Description: A sweet little old lady used to dwell within these walls, but
her mind was fading and her sanity fleeting. She loved receiving visitors, and
hated to see them go. So she administered arsenic in their tea, and made certain
they would stay a while... stay forever. The house itself has become unsettled
by these events, and although it is not truly sentient we still have a duty to
protect the interests of the unseen world. Let the events that have until now
been hidden become known to the mortals - reveal the corpses to them and your
goal shall be fulfilled, but beware, for one cadaver may not suffice to convince
the sceptical police that something sinister is afoot.

Task: Reveal the hidden corpses to the mortals.

Overview: This level is relatively easy, the main challenge being in freeing all
the ghosts on the same attempt. This is because you only have to reveal two
corpses to the police to win the level, but there are three ghosts, one of which
can only be freed by a female.

Trapped Ghosts: Maxine Factor
Static
Arclite

Strategy: First, bind Ghastly to the piano on the first floor and get him using
'Bitter Cold'. Then bind Stonewall in the basement next to Arclite and have him
use 'Tremor'. This knocks the bricks out of the wall. Use whatever techniques
you can to attract people up to Maxine Factor's room ('Rattle Chains',
'Intrigue'). Eventually a woman will go up and free Maxine. Hopefully someone
will light a fire. As soon as you see smoke on the second floor, bench Ghastly
so that the Handyman can get in. Alternately, When Stonewall's 'Tremor' has
recharged, bind him to the plant next to the chimney and have him shake the
skeleton down. Then use 'Kinesis' to free the skeleton. When the police set
their eyes on the second corpse, you win!
NOTE 1: Make sure you do not scare away the mortals, I cannot stress this
enough.
NOTE 2: That said, I like to bind Cogjammer to the Fridge or the TV to keep up
the plasm level.
NOTE 3: When you return to this level, instead of using 'Tremor' to knock the
bricks down, use 'Quake'. It not only knocks the bricks out but also shakes the
skeleton down, and unblocks Maxine's door. You can also use it again to knock
the skeleton out of the fireplace.

------------------
4.13- Weird Seance
------------------
Game Description: The smug and irritating youths of the Alpha Tau fraternity
mock the supernatural and do not respect the dead. One desires that they be made
to experience the full power of the spirit world, and now an opportunity has
arisen. As the young mortals gather for a party, three socially maladjusted
individuals are attempting a s'ance in the basement. The members of the
fraternity believe they are tuning up their generator, not calling upon the
spirit world. They are opening the door - you must not disappoint them. Everyone
must be driven away in terror. Then, they will know the true power of the
supernatural.

Task: Drive the Alpha Tau fraternity from their frat house.

Overview: Easy level, just a one point to make. Bring Aether, Static and Boo.

Trapped Ghosts: Lucky
Terroreyes
Wendel

Strategy: Bind Aether outside the window next to Terroreyes and have her use
'Shattering Song'. Then bind Boo in the room with Wendel and wake up the jock
with 'Rattle chains'. Finally bind Static to the moose head in the main room and
use 'Sparkstorm'. Bench all three. Now bind Boo to the room that used to contain
Terroreyes and start him scaring mortals. Bind Shivers to the couch in the main
room and Terroreyes to the moose head. Bind Static near the nerds in the
basement and scare them upstairs. They keep coming down here later so keep him
at it. Have Lucky bound to the fridge and Aether outside of the front door. When
you free Wendel, Bind him in the upstairs corridor to scare down any mortals.
Start cranking up the powers and don't stop until you reach max. Later, bind
Static to the pinball machine and start to chase around stray mortals. Pretty
soon you will have scared away the last of them and won the level!

----------------------------
4.14- Summoners not Included
----------------------------
Game Description: Your task is to summon the Darkling, an ancient spirit that
was imprisoned in the woods centuries ago. However, we haunters cannot cast the
rites of summoning; you will require mortals to carry out our bidding. A rash
professor of the occult recently took a powerful tome to the woods with the goal
of summoning an ancient spirit known as the Darkling. Fleeing his cabin after
disastrous initial experiments, he renewed his research at the University. Three
of his students, rapt with dreams of power, have stolen his notes and journeyed
to the cabin intending to locate the arcane book for their own nefarious
purposes. Aid them in performing the summoning so we may recruit the Darkling
for ourselves.

Task: Trick the mortals into summoning the Darkling by using the ancient tome.

Overview: Tricky level, the main problem being that you are not allowed to scare
away the students. Make sure you bring along Stonewall, Aether and Boo.

Trapped Ghosts: Moonscream
Raindancer
Whisperwind

Strategy: Bind Stonewall next to the outhouse and use 'Tremor' to knock the
beehive down. Then bind Aether to the bike and use 'Shattering Song' to break
the dreamcatcher. Bench both. Have Whisperwind use 'Tempest' outside of the
cellar door and have Boo use 'Kinesis' in the cellar to knock the book down
('Tremor' works as well). Then you have to wait. Eventually the students will
discover the book and start the ritual. But you didn't think it would be that
easy did you? The Professor interrupts the ritual so now you have to scare him
away. Wait for the students to go upstairs and then have Moonscream use 'Spooky
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