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| 2. Your objective is to make Don Bartholomew believe in ghosts. |
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| 3. There are four trapped spirits in this scenario. Fingers is fettered to the piano in the ship's lounge. |
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| 4. Fingers is in need of remembering just the right tune. |
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| 5. Trapped in the casino you'll find another trapped spirit, Knuckles. |
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| 6. Knuckles seeks revenge on the dealer. |
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| 7. Down on this deck is Flash Jordan, bound to her ashes in the Don's bedroom. |
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| 8. Flash Jordan needs someone to 'bust her loose.' |
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| 9. Way down here in the ship's bowels you'll find Wavemaster. |
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| 10. Wavemaster needs someone to operate the bilge pump to be set free. |
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| 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. |
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| 12. Setting Buck loose to chase the mortals is also a good idea. Order him to roam for maximum impact. |
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| 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. |
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| 14. Once someone descends the stairs and you have enough plasm, have Raindancer cast Flood. |
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| 15. Seeing the flood, the mortal will operate the bilge pump. |
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| 16. Wavemaster is now yours to control. |
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| 17. Hear that tune that Jude Klous is whistling? It's the tune that Fingers has been trying to remember. |
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| 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. |
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| 19. Once Jude whistles the tune near the piano, Fingers is all yours. |
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| 20. Now for Knuckles. Bind Lucky to the roulette wheel and cast Luckstorm. |
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| 21. It may take some patience, but after a while a lucky mortal will show up to play, and hopefully win. |
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| 22. They'll need to win three times in a row. Once they do, Knuckles is free and at your command. |
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| 23. Make sure you bring Banzai, whom you freed in the last level. Bind him to this plant and cast Quake. |
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| 24. A cutscene shows Flash Jordan's urn breaking apart. |
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| 25. She'll possess the first person who walks by, and be free to work as your newest spirit. |
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| 26. Now to focus on Don Bartholomew's belief level. Indoor weather, like this hailstorm in the bathroom, are good at building belief. |
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| 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. |
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| 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. |
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| 29. Don's belief eventually rises enough for him to jump overboard, completing the level objective. |
| Back: The Unusual Suspects | |