Ghost Master

Ghost Master

16.10.2013 13:41:00
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Ghost Master - Ghost guide
Version 0.5 (06/29/2003)
By Mayko (chipxe@hotmail.com) - Copyright 2003 Johannes Borresen

Intended for any platform version of Ghost Master - Written with the PC-Version
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DISCLAIMER
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
This document may not be reproduced and/or altered for other than private use
unless written permission by the author has been given.

To avoid confusion the following sites have been given permission to post this
FAQ:

- GameFAQS (Http://www.gamefaqs.com)
- Cheats.de (Http://www.cheats.de)
- Neoseeker (Http://www.neoseeker.com)
- DLH.net (http://DLH.Net)
- PTGamers (http://www.PTGamers.com) *Portugese*

If you see this FAQ posted anywhere else please email me.
Anyone hosting this FAQ has the sole responsibility of keeping their hosted copy
up to date. The current version can always be found at gamefaqs.com.

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QUICK EXPLANATION:
This quide is intended to help people aquire the trapped spirits in all the
levels of Ghost Master. Depending on how far you read on each spirit, more
spoilers will be given on how to free them of their specific torment. First
hints, then theoretical action, and finally the complete method to freeing
them.

For those expecting this as a mission guide read the notice below. I am, however,
airing the idea of making a complete walkthrough/guide for this magnificent game.

IMPORTANT!
This is NOT a mission guide, as so many others have belittled me by complaining
about, it's simply a guide to give actual methods on how to get the seperate
ghosts. If the certain ghost happens to be the goal of the mission, I will not
give a walkthrough to that mission, but I will, however, point out a few things
that I think are important.

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REVISION HISTORY

0.5 (06/29/2003( - Incredible, how many things I have a bad habit of...
forgetting. Duely noted, many things have been fixed.

0.4c (06/14/2003)- Tidbits...

0.4b (06/05/2003)- In my eagerness to write this guide I've completely
forgotten to update the _actual_ verison number. Apart from
this I've added a few things. Sorry about the severe
confusion!

0.4 (06/05/2003) - Several touch-ups and extra methods added here and there.

0.3 (06/04/2003) - A few typos were fixed as well as a tactic added for getting
the cook into the room with Fingers in Deadfellas
(Thanks Devistater). "Phantom of the Operating room" almost
complete! "Full Mortal Jacket" added.

0.2 (06/02/2003) - Added first three levels of Act III. "Phantom of the
Operating Room" still missing. Dumb mistake with the
"unique" codes has been fixed.

0.1 (05/30/2003) - First relase. All ghosts up to Act III except "Phantom of
the Operating Room" covered.

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CONTENTS
1.) How to use this guide
2.) Introduction (Useful info, nothing about me... I promise... really!)
3.) General hints and rundown of methods.
4.) Freeing the ghosts
a.) Haunting 101 H101
- Weatherwitch H1011/FP&B3
b.) Weird Séance WSNC
- Lucky WSNC1
- Terroreyes WSNC2
- Wendel WSNC3
c.) The Calamityville Horror CLHR
- Maxine Factor CLHR1
- Arclight CLHR2
- Static CLHR3
d.) Summoners not included SNNC
- Moonscream SNNC1
- Whisperwind SNNC2
- Raindancer SNNC3
e.) Deadfellas LEFD
- Fingers LEFD1
- Knuckles LEFD2
- Flash Jordan LEFD3
- Wavemaster LEFD4
f.) The Unusual Suspects TUNS
- Electrospasm TUNS1
- Blue Murder TUNS2
- (Banzai) TUNS3
g.) Facepacks & Broomsticks FP&B
- Firetail FP&B1
- Hogwash FP&B2
- Weatherwitch (Second chance) FP&B3/H1011
- Tricia FP&B4
h.) Poultrygeist PGEI
- Static (Second chance) PGEI1
- Arclight (Second chanc) PGEI2
- Maxine Factor (Second chance) PGEI3
- Hardboiled PGEI4
i.) The Blair Wisp Project TBWP
- Moonscream (Second chance) TBWP1
- Darkling TBWP2
- Sparkle TBWP3
- Blair Wisp TBWP4
j.) Phantom of the Oprating Room GTOR
- Harriet GTOR1
- Brigit GTOR2
- Daydreamer GTOR3
k.) Spooky Hollow SPKY
- Dragoon SPKY1
- Black Crow SPKY2
- (Storm Talon) SPKY3
- (Scarecrow) SPKY4
l.) Ghostbreakers GBRK
- Banzai and Windwalker GBRK1
m.) Full Mortal Jacket FUMJ
- Wisahejak FUMJ1
5.) Credits
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1.) HOW TO USE THIS GUIDE
It's pretty simple, but just to make sure I'll tell you what those
strange codes to the right of the contents are.
The codes are unique and you can only find them in two places in this
guide, either in the table of contents, or their corresponding chapters. It's
an easy way to jump through the document. For example you would like to check
out "Nonexistant" who had the code "NXTNT", you would just search for "NXTNT"
and go directly to the right chapter. On the other hand if you searched for
"Nonexistant" you might find several hits throughout the guide.
Otherwise, it's just up to reading the single chapters, in the
old-fashioned way.

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2.) INTRODUCTION
I was trying to find some guides for Ghost Master myself here on
GameFAQS (Well, I was checking the whole 'net), and saw that there were
no guides for this great game at all, only a lousy +4 trainer. So I
decided to write one myself.

A few things I'd like to let you know:

- This is my first guide, so don't hold any grudges against me :-)

- The guide isn't complete and, like Windows, it will never be perfect,
but I will try to put as much relevant and good information into it
as possible. Any suggestions are welcome to my e-mail at
chipxe@hotmail.com with the subject header "Ghost Master - Ghost
Guide". I get a _LOT_ of junk mail, so if the subject is anything
else I will delete it.

- The levels may not be listed in the same order you were doing them,
just so you know :-)

- Rants and Raves are welcome, but only on the suggestive basis, I'm
not intending to take sh## from anyone, so please don't.

- Any relevant questions not in the guide are welcome to my e-mail.
Credits will be given. The same goes for more correct information
or alternative strategies.

- If I've copied material from someone else (I'm not going to... but
just in case ;-) please tell me, and we will come to an agreement,
either by giving credit or removing the copied information.

- Any gameplay related questions about Ghost Master (Really!) are
welcome, and I'll try to answer them the best I can. You could also
check the forums on Http://www.ghostmaster.net they might have
something as well.

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3.) GENERAL HINTS AND RUNDOWN OF METHODS.
This chapter is to give you some general hints and guidelines if you're
close to giving up the challenge and check out the guide. These are
some general pointers as to solving the puzzles.

Always listen closely to what the spirits tell you. They have two
things to say. An introduction and general description of their problem
the first time you talk to them, and a rundown of their when you talk
to them a second time.

They'll either tell you directly what they want, or tell you something
"random" about their current existance. For instance, Lucky doesn't
have a problem about being bound to the pinball table, UNLESS THE FRAT
BOYS WIN AND "ZAP POOR LUCKY". Don't worry about being mean to a spirit
they don't take it personally.

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4.) FREEING THE GHOSTS

a.) Haunting 101 *H101*

I. Weatherwitch (First floor, near the bathroom) *H1011*
Tells you she's stuck in that "electric broomstick" aka
vacuum cleaner. She wants to get out of it somehow.

She needs to get out of it, but you can't affect the
vacuum cleaner directly, since she is already bound to
it. Perhaps you can affect it indirectly with another
spirit?

METHOD: Put a spirit with affinity for electrical
fetters onto either ghettoblaster in the same
area, and use a power which makes electrical
things go haywire/malfunction.

STRATEGY: Cogjammer is good for this and you have him
from the start of the game. Put him on a
ghettoblaster and have him use Wild & Crazy.

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b.) Weird Séance *WSNC*

I. Lucky (Pinball machine on the first floor) *WSNC1*
Lucky's story is a sad one, being killed by a short
"ZAP!" just because some frat guy started winning the
game. Anyway, she's feeling great and warm "As long as
machine doesn't zap poor Lucky"... hmm.

Lucky is actually feeling very good where she is, but
we really want her to join us, right? Of course we do
:-) So in order to get her with us is simply to make
the machine zap her... but she is already occupying it
and she doesn't really have that kind of powers...

METHOD: You need to turn the frat boys' luck when they
are playing, so they start winning and thus
zapping Lucky.

STRATEGY: Incidentally (yeah, right... incidentally)
Lucky has these powers (Her name is Lucky,
call that obvious, lol). The one you need is
"Charm". Order her to only use that the plasm
band she is set to, and set her to "Charm"
when one of the frat boys comes over to play.
dongio8 suggests simply placing another
electrical ghost in the room and have them
rough up the electrical fetters a bit. Static
and Sparkstorm seem to work well...

II. Terroreyes (Glass jar on the first floor) *WSNC2*
I have no idea what happened to this poor soul...
person... thing, but he feels kind of trapped in his
small glass jar, and would really like to be freed from
it.

Well he obviously has a problem with his _glass_ jar, I
wonder what would break it... lifting, telekinesis? Nah
it's too heavy... but perhaps shattering the glass
instead?

METHOD: You need a spirit with a very high-picthed
sound-power to break the glass jar.

STRATEGY: Place Aether outside the window and set her
plasm band to "Shattering Song". Just wait
and see the effect afterwards.

III. Wendel (Located in a room on the top floor) *WSNC3*
A sad story for the sad existance which is Wendel.
Apparently the fraternity leader, Ted Gable, had some
stunt set up for Wendel, and he was stupid, or perhaps
desperate enough to do it... proved to be suicide...
literally. He's really got it in for Ted Gable and
would love to see him run.

Well, you need to make him run for his life... be
scared... a nice open-and-shut case.

METHOD: Of course it would help to use something
against Ted Gable, which he is particularly
afraid of... I wonder what it is.

STRATEGY: Ted Gable is afraid of fire, but that early
on it's difficult to find a spirit with those
powers.

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c.) The Calamityville Horror *CLHR*

NOTE! You might not be able to get all three spirits in the
the same try, since freeing each ghost almost
automatically also shows the mortals a corpse, and you
only need two out of three corpses to finish the level.
If this happens just finish the level and try it again
through the High Scare list. Of course you get a much
bigger reward for freeing all three ghosts in the same
try.

I. Maxine Factor (Top floor, in a dark room...) *CLHR1*
I never like door-to-door salesmen (or women as the
case was), but the thought of killing them never
occurred to me, especially not if it makes them stay
forever. This is Max Facto, I mean Maxine Factor's
dilemma. This, and the fact that she is itching to tes
her product on some of the females in the house.

Well, she wants to test her product on one of the
women in the house... pretty easy, right? Just get them
to check out the beauty box Maxine is trapped to. Hmm,
it seems the most easily described problems are often
the most difficult to solve.

METHOD: Since the door to Maxine's room is boarded up
you can't rely on coincidence to make the
people come into the room. You'll have to
attract their attention to the room, or perhaps
some of the things in the room... _intriguing_.

STRATEGY: Luckily, Maxine has the ability to intrigue
people. Do that while one of the women in the
house are upstairs on the same floor, and
they will enter the room, check the beauty
box AND see the corpse. If you accidentally
only intrigue men into the room, you'll only
get the bonus of them seeing the corpse, not
freeing Maxine.

II. Arclight (Basement, behind a wall.) *CLHR2*
Came to fix the boiler, took a cup of tea as well. One
of the two killed him, I wonder which. Either way, he
can posess someone and get out of his mess, only
problem is the wall which he can't pass through.

Well, if the wall is the problems, all we have to do is
break it, right? Well... turn it to rubble in any way.
Say... what has a habit of turning cities to dust and
rubble within relatively short while? And even when the
wall is down you still need someone close to possess...

METHOD: Well, the wall-breaking act is easy. You need
some form of earthquake to make it fall.
Finding a victim to possess is something.
Maybe someone will come down to check out the
walls?

STRATEGY: Use a spirit like Stonewall and his tremor
power to make a brick fall out. At some point
(I think it's scripted) a repairman will come
by, and check out the basement. He should
check the wall himself, and thus push another
two or three bricks himself. Arclight will
take care of the rest himself.

III. Static (Roof... well, the chimney and antenna) *CLHR3*
I'm not an expert, but I'm pretty sure that a full
stomach and serious electrocution has pretty gross
results... anyway, that's about what happened to poor
Static, and now his bones are stuck in the chimney. He
promises to help you if you can get his bones out.

Get his bones out... big deal... have someone stomp
them through the chimney... oh yeah... we don't have
any physical manifestations to use... okay, have
something shake it down the chimney.

METHOD: You'll need to push/shake/force/pull the bones
down through the chimney. I'll give you a hint:
It's a two-stage process.

STRATEGY: Okay, it's a two-stage process, and extremely
quickly over with. Use tremble/quake
(Stonewall) while bound to the roof, and
then a telekinetic power (Kinesis with Boo or
TK Storm with Whirlweird) near the fireplace
in the room with the piano and stereo (not
the room with the television). You can also
use Tremble in the living room to get the
same effect (After you've shaken the bones
loose from the top, of course). A third way
to get the bones out of the second stage is
to cool down the room with Ice Breath or
Bitter Cold. The mortals will then light the
fireplace, but since the bones are stuck
there, the room will fill with smoke and they
will call a handyman to check it out. He
will then check out the chimney and take out
the bones. (Thanks to Karzon for this one)

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d.) Summoners not Included *SNNC*

I. Moonscream (The basement *must be uncovered*) *SNNC1*
Hm, she must really be a pain to be with. What other
reasons would the good (good... no way!) professor have
to kill his wife? Anyway, she wants to show the mortals
the truth, whatever that may be...

The truth, the truth... I don't think that's the clue.
"Show", perhaps, is a much more sensible thing to do...

METHOD: Well, show Moonscream to mortals to show them
what the truth actually is? Yeah, that sounds
right.

STRATEGY: In order for the mortals to come even close
to Moonscream they have to be able to get to
the basement. Then you just have to use
Moonscream's Spooky Surprise power. I suggest
you use it against the professor though,
since we don't want to risk scaring away the
three targets, do we now?

II. Whisperwind (Dreamcatcher in the hallway) *SNNC2*
All we know is that this poor thing has been trapped
within the dreamcatcher and wants to be released.

To release him from the dreamcatcher... release,
however that may be done

METHOD: I don't know much about those things, but I'd
wager that destroying it would be a very good
solution to freeing Whisperwind.

STRATEGY: Use a powerful high-pitched power, such as
Shattering Song (Aether)... that's it.
You can also do both Gusts and Gathering Winds
at the same time.

III. Raindancer (The toilet... 'nuff said) *SNNC3*
Somehow Raindancer got stuck in the toilet, and she
(he?) could really use a good flushing (No pun
intended) to be set free.

Flush the toilet... always flush the toilet after use.
Can't really see anything stopping the people from
using the toilet as frequently as they do... do you?

METHOD: Okay, so something is stopping the people from
doing their thing. Damn bees... what could
shake them out of their fortress?

STRATEGY: Literally shake them out, use Quake or
Tremble (Stonewall) to shake the beehive to
the ground, leaving the toilet open for use.
At some point the summoners should feel like
using it, you'll see.

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e.) Deadfellas *LEFD*

I. Fingers (Near the piano, opposite the casino.) *LEFD1*
Let's skip the cheesy comments about his voice and his
name, and go straight to his story. Fingers was killed
when he accidentally played the Don's least favourite
tune one night, and the only thing that keeps him from
the un-life (Yeah, that's right. They call it un-life
Ghost Master... don't ask) is that tune... the problem
is he has forgotten it...

Well, I guess he needs to remember it... we can't
whistle it to him, but perhaps someone else on the boat
can? There are a few people.

METHOD: You need to get one of the whistling people to
pass into the room Fingers is in, then he will
remember. You might try drawing their attention
somehow.

STRATEGY: To be honest, I'm at a loss here. Every time
I've succeeded in freeing Fingers it has been
pure luck. One certain thing, though: The
right person is the cook... sinister tone...
and very ironic...
(Anyone with a solid tactic are more than
welcome to write me)

(Strategy by Devistater)
First, raise his belief as much as possible.
Using stuff Strange Behavior on electrical
system helps increase that belief, also Rain,
Fog and Flower Power should increase it. It
seems that mortals with high belief try to
avoid rooms with ghosts. So keep a ghost or
two in his bedroom and the kitchen, doing
small things to keep him on the move, and he
should eventually enter the piano room (at
least it increases the chances of it...).
You could also use stuff like insane
invitation since he has a small amount of
madness, but if he's close enough to be
affected by that he's close enough to wander
in there on his own.

II. Knuckles (The Casino, behind the croupier) *LEFD2*
Knuckles was just an ordinary (Well, one of the better,
but still) gangster, wasting his money in his boss'
casino, when he revealed the croupier, Eddie Venus, to
be cheating. This lead to his demise as Eddie drew a
gun pretty quickly. Knuckles just wants to see Eddie
feel like a loser.

Feel like a loser... shouldn't be too hard. Scaring him
away? Humiliating him? Killing?! Nah, probably a bit
more down to earth.

METHOD: You need to make Eddie lose big time to one of
the other passengers. He's normally really
lucky so you will have to do something about
that.

STRATEGY: Use Jinx against Eddie. Several spirits have
this power. Jinxing him isn't enough, he'll
have to actually lose while playing with
someone at the craps table.
It also seems possible to use luckstorm
on Eddie and the one he's playing against.
Apparently it reverses the luck effect.

III. Flash Jordan (The Don's bedroom) *LEFD3*
Flash wanted to expose the Don during one of his
meetings, when she had to hide. Ironically, her hiding
place turned turned out to be her doom as well...
Flash is willing to help you if you can bust her urn.

Bust the urn, that can only mean one thing... to bust,
to smash, to crush... anything that would turn it to
more than two pieces.

METHOD: You will need a spirit capable of directly or
indirectly affecting the urn so it will be
destroyed.

STRATEGY: The urn is very tough to break and you'll
need to give it a good beating before it
breaks. Two good ways to do it:
1.) Use Wavemaster's Hailstorm power (If
you've released him, that is). It
destroys the urn instantly.
2.) Use Tremor powers. You can combine
Stonewall and Fingers (Bound to the plant
and Bed. Of course you'll need to have
freed Fingers for this). Thanks to Kaevad
for this second method.
3.) It just keeps raining in with strategies.
Use haunted hail in the room and a big
fish should eventually crush the urn.

IV. Wavemaster (Bottom of the hull, near the engine) *LEFD4*
Wavemaster is stuck with the bilge water lying in the
bottom of the hull. He'd really appreciate it if you
could clean it out.

Puncturing might be going a bit too far in this case,
and it probably wouldn't have the desired effect...
We don't have any spirits who can remove water,
although some of them do have the opposite effect. I
wonder if the mortals keep a check on their water
levels?

METHOD: Somehow you need to make a mortal operate the
bilge pump, since the spirits powers won't have
the desired effects.

STRATEGY: Have an electrical spirit such as Cogjammer
mess up the fusebox in the bottom of the hull
and someone should come down to check it.
When they come down to check it use flood or
Rain with Raindancer. Ther mortal should see
the water flowing and go over to the bilge
pump and operate it.

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f.) The Unusual Suspects *TUNS*

I. Electrospasm (Basement, room beside the stairs) *TUNS1*
He was the last person to be fried in the chair in that
precinct, and from the pickaxe in the switch I'd guess
they hadn't planned on turning it off right away. He
claims to have a lot of juice, but no where to let it
flow.

Lots of juice... he must be itching to blow it all...
but since he's that high level it's pretty costly (200)
to make him blast juice around... any other
possibilities?

METHOD: You need an electrically minded spirit to fry
or mess with Electrospasm's chair and the
switch in the room.

STRATEGY: Put Cogjammer on the switch and have him do
Wild & Crazy that should do it... I haven't
had any good results with frying the
instruments, I just said that to guide you
off the track :-))
Okay, dongio8 suggests flooding the room with
Raindancer, and using Spark in the room,
Electrospasm has that power.

II. Blue Murder (Opposite the evidence room, basement) *TUNS2*
She was out doing a mission but was backstabbed by
another officer. She wants to know who it was, and she
wants to get her revenge on them. All she knows is that
it's a cop in the station, and he's probably going to
make a mistake somewhere.

Well, we've got quite a lot of cops to deal with on the
station... and how do we expose them? Would they try to
hurt the station in other ways? Or just abuse his
rights as an officer?

METHOD: You need to wait for a certain cop to expose
himself, but he might not be able to do that
if someone else is blocking his way... and
when you've found him, how do you get him to
Blue Murder?

STRATEGY: The bent cop is Detective Norman Franz, and
try several times to get into the evidence
room but be stopped by the guarding officer
there. You'll need to scare that man off by
any means necessary. Then Franz will reveal
himself by stealing some money from the
evidence room. Afterwards you can either use
Terroreyes' Intrigue, Blue Murder's Obsession
or hope for good luck with Hidden Maze. All
he needs to do is enter the room for the
scripted sequence to start.
It is also possible to expose the culprit by
finding his unconsious fears. Bind Hypnos to
the cop who keeps falling asleep and have her
sleepwalk around the station until you get
the chance to use one of Hypnos' powers to
find Detective Norman Franz' fears.

III. (Banzai) (Plant in the reception) *TUNS3*
Actually this is a secret way of getting Banzai early,
normally you would get the chance later, in the level
"Ghostbreakers", but this is much easier. Bind
Stonewall to the plant in the reception and Banzai will
appear a few moments after and join you. (Thanks to
Micko1888 from the GhostMaster.net forums for this one.

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g.) Facepacks & Broomsticks *FP&B*

NOTE! Just a precaution. I highly suggest you keep a close eye
with your spirits' activites, since the witches are ready
to banish you at any time. You can gain a temporary
protection, and cancel theirs, by places spirits of each
element in the protection circle together with Firetail.
The circle will break after a while, but hey, If you
can't use it, no one can >:-)

I. Firetail (Protection circle in basement) *FP&B1*
Firetail was summoned for use in the witches'
protection circle. They "forgot" to extuingish the
ceremonial flame, so Firetail can't return to the
dimensions beyond, or whatever they have back there.
So now he's just enjoying the warmth of the flame,
biding his time.

So... how do we get him to join us? Hmm, perhaps it's
not as much a question of releasing him of the flame,
rather than perhaps fulfilling what he is a part of?

METHOD: You need to complete the protection cirlce...
perhaps the summoning of Firetail was
accidental?

STRATEGY: By filling out the three remaining items with
spirits you will complete a protection circle
not for the witches, but for you. It is only
temporary, and will only last a short time
then disperse, but Firetail will join you
none the less.
It is also enough to just bind Raindancer to
the water fetter and then use Rain to put out
the fire.

II. Hogwash (In a pumpkin outlooking the garden) *FP&B2*
Hogwash was just a nice hamster when his accidental
death came far too early. He was bodysurfing when
things went a little... static. Anyway, he's got a
bother with the Jack-O-lantern that he's now trapped
to. What to do, what to do...

He mentions he needs an electric gadget in order to
be freed... well, how do we move the electric stuff
inside? Or perhaps someone has something of use to us?
Hey, maybe there are other possibilites as well...

METHOD: You need a fetter which Hogwash can bind
himself to, and you need it out on the veranda
with him. There are several possibilites.

STRATEGY: There's a guy walking around with headphones.
Either lure (or scare...) him out to,
or past, the veranda so Hogwash can be freed.
Alternatively you can use a spirit who can
make ethereal gifts (Tricia is one of them)
and then hope the mortals will bring the gift
out to the veranda sooner or later (they have
a bad habit of dropping what they are
carrying when frightened).
Actually you just need something electrical
to _step_ onto the veranda. If you bind
another electrical spirit to something in the
living room and have them use surge, you will
electrocute anyone in the room. A short while
afterwards those mortals will be static and
thus act as electrical fetters. Just make
them static and scare them onto the veranda.

III. Weatherwitch (Second chance) *FP&B3*
Check the section with Weatherwitch in the first level,
Haunting 101. If you got her the first time she won't
appear unless you're using a Time Gate (Revisit through
the High Scare)
She can be freed using the Quake power (You didn't have
this in the start of the game) to free her, but doing
this will destroy the water fetter downstairs,
effectively removing your chances of freeing Firetail
if you haven't done so already.

IV. Tricia (Upstairs, in a mirror in the toilet) *FP&B4*
Tricia was unlucky enough to be at the top of a falling
pyramid (Cheerleader thing... tsk tsk) and now she's
practicing other skills, those of copying people.
Unfotunately she can't really make that whole "clone"
thing work, but perhaps if she could find someone with
something easier to clone.

She keeps mentioning hair... think perhaps special
types of hair are easier to clone than others?

METHOD: You need someone with the same hairstyle as
Tricia to enter the bathroom so Tricia can copy
her.

STRATEGY: Specifically you need to get a hold of Blair
Whelchel, since her hair and Tricia's hair
match (Tricia is sooo good at copying, huh?).
A good method is to have a water spirit hang
out in the downstairs bathroom and use Rain
as to keep people out of it. Then people will
be forced to use the other bathroom.
Eventually, so will Blair Welchel. You can add
a bit of Wild Geese to make her running around
even more random (or even useful?).

--------------------------------------------------------------

h.) Poultrygeist *PGEI*

I. Static (Second chance) *PGEI1*
Check the section with The Calamityville Horror on how
to aquire him. If you got him the first time, however,
you'll only meet him if you're doing a revisit.

II. Arclight (Second chance) *PGEI2*
Same as for Static, check back to The Calamityville
Horro on the necessary info.

III. Maxine Factor (Second chance) *PGEI3*
Once again, check back to the other section...

IV. Hardboiled (Bound to the girl) *PGEI4*
I TOLD YOU, CHECK BACK AT THE OTHER, hold on, sorry.
Okay, Hardboiled is perhaps the vengeance spirit of
several of the poor chickens to be killed in this old
slaughterhouse. None the less Hardboiled is itching to
be freed from his chains. He doesn't tell you much,
but you are told to hunt everyone away from the house,
and protect him, so things will probably sort
themselves out...
(A quick note: Hardboiled is a gestalt of several
chickens' anger, and as such he/it/they/...she can't
be described simply with one of the previous. I've
chosen "he" for the simplicity of it, so please bear
with me... thanks to crovax for putting this
particular torment on me ;-)

METHOD: Things probably will sort themselves out, so
just concentrate on the different mission
objectives.

STRATEGY: The only beef in this level is when the
oracle and the ghostbreaker come to the house
since they are both dangerous to your spirits
as well as Hardboiled. If they get to him,
you lose the mission. Here's an ironic tip:
the oracle is afraid of blood. Keep in mind
that using Hardboiled will expose him/her/it
to the oracle and you will risk him being
banished, thus causing you to lose the
mission. I've found that loud noises
(Cacophony) has a powerful effect on the
oracle as well.
By putting a ghost like Clatterclaws near the
phone you can prevent people from calling the
Oracle, but the ghostbreaker will show up no
matter what. (Thanks to crovax)

--------------------------------------------------------------

i.) The Blair Wisp Project *TBWP*

I. Moonscream (Second chance) *TBWP1*
Refer back to Summoners Not Included in order to know
how to get her...

II. (Darkling) *TBWP2*
The whole point with this mission is Darkling, so...

The three need to complete the ritual, perhaps
something can help them on their way?

METHOD: The three mortals need to go to the Darkling
and redo the ritual.

STRATEGY: You need to finish this mission to free the
Darkling, "simple" as that. Refer to a
walkthrough or mission guide for more on
this.
(A lot of people have been asking me how to
turn over the tree, so I'll quickly write

III. Sparkle (Campground to the south) *TBWP3*
Sparkle was warming himself by the flame when it was
extinguished and he was trapped. He yearns to feel the
warmth again, and if you can do that he will join you.

Hmm, light the fire... simple enough, but how?

METHOD: Since Sparkle has taken the only fire fetter
you'll have to find another way to get fire or
warmth that way.

STRATEGY: There are several ways to do this part. The
easy way is to bind Firetail to one of their
cameras and wait for them to search the
campgrounds. Alternatively, you can bind two
spirits with Ice Breath to the bear traps to
the southeast of the lake and island. This
will make things pretty cold and the mortals
will seek to warm themselves by the fire.

IV. Blair Wisp (The island in the middle of the lake) *TBWP4*
The trouble with wisps is that they very much enjoy to
be looked upon by mortals, but a particularl hard or
vicious stare can incapacitate or even kill them. This
is presumably what happened to the Blair Wisp, the case
of a mortal being a mean witch. He just wants to be
looked upon again, but the witch has prevented this
with a curse.

Hm, so he has to be looked upon... but that curse will
have to be lifted first...

METHOD: You'll have to remove the curse from the
island, and actually that curse is pretty
obvious. Afterwards you must get the mortals
close enough to the Blair Wisp for him to show
himself to them.

STRATEGY: Use a spirit with a powerful wind power, like
Weatherwitch and her gust in combination with
Aether and her Gathering Winds power. I think
You can use Storm Talon and his Typhoon power
as well. Afterwards, use Blair Wisp's
Hypnotic Image power in order to draw the
mortals close to him. Then use his Strange
Vision power to show him to them and frighten
them back again.

--------------------------------------------------------------

j.) Phantom of the Operating Room *GTOR*

I. Harriet (In one of the wards, bound to kid) *GTOR1*
Who ever knew that ghosts came in such... interesting
varieties? Harriet is even one of those sentimental
types, that's why she's hanging onto the kid, who's
lost his bunny toy. And the only way to make him stop
crying is to get that back to him.

Well, get back his bunny toy, no biggy... but who has
it?

METHOD: Okay... it's another kid who's got the bunny
toy, I'll tell you that, but where he is and
how to get the toy to Harriet... well...

STRATEGY: The other kid is Kevin Caulkin (Home Alone
spoof) and he hangs everywhere in the
hospital. Give him a few good scares to raise
his belief and is on the brink of turning
tail and running. Then wait for him to get to
the second floor and give him the final blow.
Wait for someone else to pick it up. Use
Harriet's Ethereal Gift power to summon a
generic fetter and bind Blue Murder to it.
Now use Blue Murder's Obsession power (make
sure the one with the toy is still on the
same floor) and everyone on the floor should
come running (Or walking... however people
mindlessly walk towards an object). The
person with the toy should either give the
toy to the poor kid, or you just scare the
living daylights out of them with Blue Murder
and her scaring powers. As soon as the bunny
toy is on the floor the kid will go and pick
it up.
ALTERNATIVE: Djang suggests cloning Kevin by
binding Tricia to the mirror in the toilet.
She may need to use her cloning power twice,
but the original Kevin should faint and the
clone should pick up the doll and return it.

II. Brigit (In the basement...) *GTOR2*
She was going to be married to a man she loved dearly
and for some reason she was driven in to suicide. Now
she wants revenge on any and all non-monogomous males.

Hmm, let's look up monogami, and see if I spelled it
correctly... okay. A guy who really has a lot of
girlfriends/wives... hmm, and this guy has to feel the
wrath of Brigit?

METHOD: It's a doctor, and you'll have to figure out
some way of making him feel the pain in
relation to Brigit in the basement.

STRATEGY: There's a doctor with a few too many
girlfriends in the hospital, Dr. Seth
Greenwood. This is the guy you somehow need
to get down to Brigit. You could try using
combinations of Terroreyes' Hideen Maze and
Blue Murder's Obsession to get people down
there. Once they are there you should use
Brigit's Brief Scare, that should take care
of it. This is a hard one and it's all about
timing. Using Wild Geese on him will make him
run around more and the chances of him
entering the basement. This is where Blue
Murder steps in.
A more daring but definately effective method
is to scare away all female nurses except the
woman in the basement. This leaves no one to
smooch with but her, and he will _enter_ the
basement. From this point use Blue Murder to
get him close enough to Brigit for her to be
freed. (Thanks Pnume)

III. Daydreamer (Operating room on the 1st floor) *GTOR3*
Looking at the fetter he's bound to it's not hard to
guess how he ended up in his unconcious status. Anyway,
he needs to wake up, and that can only be done by a
loud noise.

Loud noise, we've got quite a few of those ghosts, huh?
Well, check out the different fetters available and go!

METHOD: You will need a ghost with a high-pitched sound
power and bind it to a fetter close by (Hint...
take that "fetter" thing a bit indirectly).

STRATEGY: Bind Moonscream to the center room and use
her Cacophony power. Wait a few moments and
Daydreamer should wake up.
Alternative method by Chin suggests using
Fingers and Suspicious Stench.

--------------------------------------------------------------

k.) Spooky Hollow *SPKY*

I. Dragoon (He can be found... well... anywhere) *SPKY1*
Every saw the original inspiration for this level,
Sleepy Hollow? Well, it's basically the same story for
Dragoon. Soldier got lost, soldier got really lost
among some angry farmers, soldier's head was blown off
and hid far from the body. Soldier starts to haunt, but
is controlled by mean-minded mortal, bound by ancient
law. He just wants to be freed from the rules. That can
only be done by exposing the mortal who controls him to
the rest of the population.

Well, this exposing business... would it help to
destroy the windmill? Perhaps drawing him out... but of
course you can't expose someone who hasn't don anything
wrong... interesting.

METHOD: You need to have at least one mortal see the
undeeds that are taking place in the windmill,
and make sure he tells the rest of the people.
That means not to let Dragoon scare them
away first.

STRATEGY: Since the horseman is the purpose of this
whole mission, I'd really recommend a mission
guide for this, but here's a quick rundown:
First you'll have to wait for the narrator to
warn you of the happenings in the windmill,
and then have Dragoon run through the
village at least once. You might have to cast
a constant wind power (Gust or Typhoon). At
some point a random villager will come to the
windmill and look through the window. You can
also bind a spirit with a powerful attraction
power (Obsession with Blue Murder) near the
windmill to attract most of the village! As
soon as the villager has seen through the
window he will hurry back. Very soon
afterwards Dragoon will be dispatched.
You should be able to smash him off course by
casting a quake power (Tremor or Quake... not
100% sure if Tremor works). The point of
"smashing" is a bit off, rather just knock
the skull of the pedestal. If the mortal gets
all the way back to the other mortals you
won't have any trouble with the rest of the
mission.

II. Black Crow (A cabin lying down by the river) *SPKY2*
He was killed by the American inva... pionists, and
afterwards a wood cabin was built on his grave. This
gave him unrest, and he'd really like to see this cabin
fall to pieces.

So many ways to do that. I'm pretty sure there are more
ways than one to turn that cabin into lumber.

METHOD: Simple, you need to destroy the cabin, and
there are several ways to do this.

STRATEGY: Two easy methods I can think of.
1.) Cast Gust and Gathering Winds (Unless
you've gotten Stormtalon already, then use
Typhoon), maybe also a bit of rain, and then
just wait, the cabin should fall after a
while.
2.) It seems that you can also break the
cabin faster by casting Tremor or Quake close
to it while beforehand mentioned wind powers
are on the loose.

III. (Stormtalon - Secret!) (Rotting tree in the lake) *SPKY3*
Stormtalon, Prince of The Elements, has had enough of
the mortals and their attempts at emulating powers
which only he and his fellow spirits should be messing
with. If you can call upon him, he will hear your call
and join you cause.

Well, Prince of The Elements... I wonder which element?
(Okay, this isn't much of a hint to go on, but the
first you hear of him isn't until you've called upon
him, so...)

METHOD: You will need to have both Stormtalons fetters
blasting through the air in order to call him
forth... now, which two elements?

STRATEGY: Stormtalon's two fetters are electricals and
outside (Outside meaning mostly wind...). Use
Gust and Rain while outside and lightning
should strike into the rotting tree in the
middle of the lake. And so Stormtalon has
been freed.

IV. (Scarecrow - Semi-secret!) (In the fields) *SPKY4*
By semi-secret I mean that he doesn't show a marking
in the control bar/hud on the left, but you can talk to
him and get your hint. He starts up with some strange
mumbo jumbo about ravens, blood and Warhammer 40'000...
or was that last one just me...?

I guess we need to decipher the gibberish and then do
whatever he wants...

METHOD: Yes, let me tell you what he's rambling about:
Blood... pouring blood... just... lot's of...
blood...

STRATEGY: Cast Rain and Gore in order to set this
very decent spirit free. You must cast gore
near him so the lake he is sitting (hanging?)
by will turn red.

--------------------------------------------------------------

l.) Ghostbreakers *GBRK*

I. Banzai and Windwalker (Prison cells) *GBRK1*
These two spirits have been take captive by the
Ghostbreakers and are held in place by an ESD, placed
in the morgue (The place where you found Blue Murder).
The only way to free them is either to get Banzai at an
earlier chance, or ot bust up the ESD.

Well, better get those brain cells thinking... the ESD
is protected by a forcefield, and the forcefield
generator is in the same room with the same protection.
I wonder if we're hinted of some weaknesses in the
system?

METHOD: I'll only tell you these two things:
1.) Although you (probably :-) used electrical
spirits against the two first generators
and the alarum, electricity is no go when
first going for the ESD.
2.) The ESD and generators need to stay cool in
order to function!

STRATEGY: I assume you've already destroyed the two
other generators since they are part of the
mission, not part of freeing these spirits in
particular. Use Surge (Or some other
electrical malfunction power) on the switch
with a snowflake on it in the basement by the
stairs up. The air intake will change. Place
Sparkle on the Ghostbreaker van outside and
have him cast Inferno. The warm heat will go
into the system and disable the forcefield.
Do as you see fit to destroy the ESD (this is
where the electrical spirits come back in!).

--------------------------------------------------------------

m.) Full Mortal Jacket *FUMJ*

I. Wisakejak (Near the commander's quarters) *FUMJ1*
He is probably one of the oldest tricksters alive...
well, somewhat kicking anyway... and ever since he was
put under a curse that was never lifted be cause of
really bad luck (He was bound to a tree, only to be
freed when the tree went up in smoke... unfortunately
some indians decided to use the tree as a totem...)
he's really been wanting to stretch his legs again.
Somehow you need to flame or burn the totem he's bound
to.

Well, burn the totem... not too difficult... is it?

METHOD: Obviously you'll need a fire spirit to burn the
wood, but there is nowhere to bind one inside
the room... sometimes the trapped spirits can
give a helping hand too...

STRATEGY: Start your scaring, and when you get 240
plasm use Wisakejak's "Tojan Gift" power. It
will summon a gift package which any spirit
can be bound to. Now you can freely bind
Firetail or Arcligt to the gift and see the
whole room go go up in smoke with Bonfire.

-------------------------------------------------------------------------------
===============================================================================
-------------------------------------------------------------------------------

5.) CREDITS

ME..................................... For this guide... self-loving me
Devistater.......................... For a lot of detail and extra ideas
Sick Puppies...................... For this excellent game (Had to come)

ALSO THANKS TO THESE GUYS FOR ALL SORTS OF TIDBITS:

-*Kermit*- -*Karzon*- -*crovax*- -*Chin*- -*Kaevad*- -*dongio8*-
-*Oktavius*- -*Stoneskin*- -*Hyder*- -*Grimly2K*- -*Basil*- -*Pnume*-


-------------------------------------------------------------------------------
===============================================================================
-------------------------------------------------------------------------------

Hope you enjoyed this guide and found it useful!
|-* Mayko *-|

COPYRIGHT 2003 JOHANNES L. BORRESEN


 
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Engl. Lösung

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Plasmatrainer (für v1.0.20.0)
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Dt. Lösung Act 1
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Gold- und Ghost-Plasma-Trainer
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