Ghost Master Walkthrough - Weird Seance

Ghost Master Walkthrough Screenshot 1. Welcome to your second scenario. You had it easy with the girls, but this time your haunt is a fraternity.

Ghost Master Walkthrough Screenshot 2. There are three trapped spirits in this level. Here on the main level you'll find Lucky.

Ghost Master Walkthrough Screenshot 3. Lucky tells you that the pinball machine is warm and inviting - unless someone wins.

Ghost Master Walkthrough Screenshot 4. 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 Screenshot 5. Once a mortal starts playing pinball, have Lucky cast 'Charm' on them to improve their game.

Ghost Master Walkthrough Screenshot 6. Once a mortal wins, Lucky is free. One down, two to go.

Ghost Master Walkthrough Screenshot 7. The level's second trapped spirit, Wendel, can be found here on the upstairs level.

Ghost Master Walkthrough Screenshot 8. Wendel tells you that he wants you to scare the Alpha Tau president.

Ghost Master Walkthrough Screenshot 9. 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 Screenshot 10. 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 Screenshot 11. Once you have enough plasm, bind Aether to the area outside Terroreyes' window and cast 'Shattering Song.'

Ghost Master Walkthrough Screenshot 12. Terroreyes' jar is shattered, setting him free. Two down, one to go.

Ghost Master Walkthrough Screenshot 13. Follow Ted Gable around, binding ghosts nearby. Here you see Stonewall about to scare with a 'Tremor'.

Ghost Master Walkthrough Screenshot 14. Keep up the fright and Ted will flee in terror.

Ghost Master Walkthrough Screenshot 15. 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 Screenshot 16. 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 Screenshot 17. 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 Screenshot 18. You can even bind Terroreyes to this deer head for a good centrally-located scare.

Ghost Master Walkthrough Screenshot 19. Send them all fleeing and complete the level.