Snoozy Alarm Clock

Ghost Master Walkthrough - Deadfellas

Ghost Master Walkthrough Screenshot 1. This level's opening piece of advice is to use your trapped spirits' powers.

Ghost Master Walkthrough Screenshot 2. Your objective is to make Don Bartholomew believe in ghosts.

Ghost Master Walkthrough Screenshot 3. There are four trapped spirits in this scenario. Fingers is fettered to the piano in the ship's lounge.

Ghost Master Walkthrough Screenshot 4. Fingers is in need of remembering just the right tune.

Ghost Master Walkthrough Screenshot 5. Trapped in the casino you'll find another trapped spirit, Knuckles.

Ghost Master Walkthrough Screenshot 6. Knuckles seeks revenge on the dealer.

Ghost Master Walkthrough Screenshot 7. Down on this deck is Flash Jordan, bound to her ashes in the Don's bedroom.

Ghost Master Walkthrough Screenshot 8. Flash Jordan needs someone to 'bust her loose.'

Ghost Master Walkthrough Screenshot 9. Way down here in the ship's bowels you'll find Wavemaster.

Ghost Master Walkthrough Screenshot 10. Wavemaster needs someone to operate the bilge pump to be set free.

Ghost Master Walkthrough Screenshot 11. 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 Screenshot 12. Setting Buck loose to chase the mortals is also a good idea. Order him to roam for maximum impact.

Ghost Master Walkthrough Screenshot 13. 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 Screenshot 14. Once someone descends the stairs and you have enough plasm, have Raindancer cast Flood.

Ghost Master Walkthrough Screenshot 15. Seeing the flood, the mortal will operate the bilge pump.

Ghost Master Walkthrough Screenshot 16. Wavemaster is now yours to control.

Ghost Master Walkthrough Screenshot 17. Hear that tune that Jude Klous is whistling? It's the tune that Fingers has been trying to remember.

Ghost Master Walkthrough Screenshot 18. 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 Screenshot 19. Once Jude whistles the tune near the piano, Fingers is all yours.

Ghost Master Walkthrough Screenshot 20. Now for Knuckles. Bind Lucky to the roulette wheel and cast Luckstorm.

Ghost Master Walkthrough Screenshot 21. It may take some patience, but after a while a lucky mortal will show up to play, and hopefully win.

Ghost Master Walkthrough Screenshot 22. They'll need to win three times in a row. Once they do, Knuckles is free and at your command.

Ghost Master Walkthrough Screenshot 23. Make sure you bring Banzai, whom you freed in the last level. Bind him to this plant and cast Quake.

Ghost Master Walkthrough Screenshot 24. A cutscene shows Flash Jordan's urn breaking apart.

Ghost Master Walkthrough Screenshot 25. She'll possess the first person who walks by, and be free to work as your newest spirit.

Ghost Master Walkthrough Screenshot 26. 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 Screenshot 27. 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 Screenshot 28. 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 Screenshot 29. Don's belief eventually rises enough for him to jump overboard, completing the level objective.