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Walkthrough off all the levels

by Franksta

Ghost Master walkthrough

Level 1: Haunting 101
Ok, your obljective is to let all those sorority girls flee. It never hurts to follow the instructions. For example bind 
Clatterclaws in one of the big rooms on the first or second floor. Watching your victims squirm with fright is a distinctive 
pleasure of Ghost Master. So you want to feel this feeling more and more. The only puzzle in this level is finding and 
freeing the witch-spirit, Weatherwitch. she is in the room next to the bathroom on the first floor. Click on Weatherwitch 
and she will tell you her tale of woe. The key words in her monologue are 'electric broomstick'. So you must bust that 
broomstick. Bind Cogjammer to the radio above het and set his plasm power band to maximum. Cogjammer's disturbance causes 
the vacuum to malfunction, freeing Weatherwitch. She is now yours to command - in this and future scenarios. A good place
to bind Weatherwitch is out front. Set her power band to 'Thunderclap' and she'll convince the sorority girls that they 
aren't even safe outside. Change your spirits' fetters to keep up the haunting. Make sure a spirit is able to strike at all 
times.The red circles around a sorority girl indicates she is feeling terror. The blue indicates her belief in the spirit 
realm is going up up up! And if you manage to get that yellow bar full (which is very hard believe me) she is going 
stircrazy. This also counts as a flee. Some mortals will require increased belief before they can become sufficiently 
terrorized. just try to get all the girls out by following the instructions and give your haunters more plasm as the can 
have more terrorizing powers.

Level 2: Weird S�ance
You had it easy with the girls, but this time your haunt is a whole fraternity. To begin with there are 3 trapped spirits. 
On the main level you will find Lucky. She sais that the pinball machine is very warm and cosy, unless someone wins that is. 
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. Once a mortal starts 
playing pinball, have Lucky cast 'Charm' on them to improve their game. Once a mortal wins, Lucky is free. One down, two to 
go. (note: this can take a long time but it is adviced to wait). The second trapped spirit can be found on the second floor. 
He will tell you that he want to see the president of the Alpha Tau fraternity flee. 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. 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. Now you need to build some plasm. Once you have enough plasm, bind Aether to the area outside 
Terroreyes' window and cast 'Shattering Song' to break the glass that is playing havoc with his vision. Terroreyes' jar is 
shattered, setting him free. Two down, one to go. Follow Ted Gable around, binding ghosts nearby so you can scare him away. 
Keep up the fright and Ted will flee in terror. 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. 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! Down in the basement you'll find the socially maladjusted. 
Binding Lucky to the boiler and casting 'Strange Behavior' will get them moving. You can even bind Terroreyes to the deer 
head for a good centrally-located scare. Send them all fleeing and complete the level.

Level 3: The Calamityville Horror
A spooky house and three trapped spirits are at your disposal as ghost master of this level. You'll need to maintain a 
delicate balancing act this time -- maintain enough plasm to keep your ghosts powered, but don't frighten the mortals away 
before at least two of the trapped spirits' remains are discovered. Fettered to the chimney is Static, trapped spirit number 
one. Static tells you that he needs to be free of the chimney. Trapped spirit number two, Maxine Factor, is on the house's 
top floor. Maxine can be freed only if a woman is lured into using her cosmetics. The house's third trapped spirit, Arclight 
is found in the basement. Arclight explains that he's been bricked up and needs someone to get close enough to possess. Start 
by binding Stonewall to the ground and casting 'Tremor'. A mini-cutscene shows a stone falling out of place. Now we need to 
lure the mortals to the area. Arclight's Bonfire should get their attention. One of the mortals will see the hole in the 
wall and return upstairs and call a repairman (I replayed this level 5 times to get Arcfire so don't just give up if you 
don't get him the first time). A handyman arrives and you are alerted of his potential value in revealing the bodies. The 
handyman clears more stones from the wall and is possessed by Arclight and Arclight is yours. The mortals quickly discover 
the skeleton and phone the police. A cutscene explains that the police have reported the body. Discovery of a second body 
will initiate a full investigation and end the level in success. Bind Boo to Maxine's room and cast him to Rattle Chains. 
That should get the mortals' attention on the boarded-up door. you can also use intrigeu or fascinate to lure them. The 
mortals will pull the boards off the door and discover Maxine's body. When one of the women uses the cosmetics case Maxine 
will be set free. To free Static, start by binding Ghastly to the grand piano or the teaset and cast Bitter Cold. Also bind 
Stonewall to the plant and cast Tremor. A mortal will go to the fireplace and light a fire to stay warm. Smoke pours from 
this fireplace on the upper level. You can bind Boo and cast Rattle Chains to lure a mortal if the smoke doesn't attract them 
on its own. One of the mortals will discover the smoke and call the handyman if he is not already there. 
The handyman gets the skeleton out of the chimney and static is free. But there can be a problem if the mortals already 
called the police and you want all three ghosts to be freed. You will have to use Boo's Kinesis in the room and Static is
 free. Now the police will find either of those skeletons and you will win the level.

Level 4: Summoners Not Included
Your task is: "Trick the mortals into summoning the Darkling by using the ancient tome." There are three trapped spirits in 
the level. The first, Raindancer, is trapped in the outhouse. In short he asks you if you get someone to use the loo. The 
second trapped spirit is Whisperwind. She is trapped to a glass dreamcatcher. Beneath the cabin you'll find the third trapped 
spirit, Moonscream. Note the stairs to the left. Moonscream tells you, "They need only see my ghastly form." Bind 
Weatherwitch to the area where the stairs emerge. Cast Gusts to blow the leaves away from the basement door. The mortals can 
now find the basement entrance. The mortals aren't going to use the outhouse with that hornets nest buzzing about. Bind 
Stonewall to the ground nearby and cast Tremor to break the nest free. Now the toilet is open for business! Somewhere near 
that loo is also a glass jar, break that with Tremor also. Bind Aether to the bike next to Whisperwind and cast Shattering 
Song. The dreamcatcher shatters and Whisperwind is yours! It doesn't take long before someone uses the outhouse, flushes, 
and sets Raindancer free. Two trapped spirits free, one to go. The mortals find the doorway and retrieve the key, then open 
the doors to the basement below. Quickly have Moonscream cast Strange Vision. You may also want to order her to only use 
that power band and prevent her from using Fluster instead. Once a mortal falls under the spell and sees Moonscream she 
is free. The third and final trapped soul is now yours! A cutscene gives you a clue -- move the book to make it easier for 
the mortals to find. As always, there's more than one way to accomplish this task. One way is to bind Stonewall near the 
book and cast Tremor. The book will tumble onto the ground. you can also bind Boo and use Kinesis. Bench Stonewall 
(remember you need the kids to conduct the ceremony so don't scare them away). They'll quickly discover the book on the 
ground. All three gather around the book -- but a deranged Professor pulls out a gun and insists they cease! Your new 
objective -- scare the Professor off the map! You can bind Stonewall to the ground, Boo to the room and Aether to the 
tire. You can drive the Professor to fright quickly using all three -- just be sure not to exceed your plasm! And don't make 
the other students flee or you will fail. When you scared the professor off the map the three will return and conduct their 
ritual. The Darkling is summoned and he promptly absorbs their souls. Unfortunate for them, but fortunate for you -- you've 
just finished the level!

Level 5: The Unusual Suspects
You find yourself at Gravenville's Hell Street police precinct. Your task: scare everyone out of their wits. So that is what 
you are going to do with pleasure. Make sure you bring an earth elemental with you like Stonewall. Bind him to the Banzai 
tree in the waiting room. A hidden spirit, Banzai, is freed, yours to command in this and future levels. In the cellar you 
will find the trapped spirit Blue Murder. She tells you that she was murdered with help from inside the Force. In the room 
on the other side of the basement you find Electrospasm. All Electrospasm wants is to be free from the electric chair. Bind 
Raindancer to the sink and cast Flood, then have Electrospasm cast Spark. The combination of the two effects will free 
Electrospasm and make him yours. Set up Electrospasm outside the evidence room and scare away officer Andrew Haid. You 
may also want to bind Buck and Wendel in here as well to really get him gone. Once the coast is clear in the evidence room, 
detective Norman Franz sneaks in to check out the stash of cash -- he's the crooked cop! Blue Murder wants a piece of him. 
Have Blue Murder cast Obsession to lure detective Norman Franz to her corpse. Blue Murder reads Norman the riot act and is 
set free. Now all you have to do is scare everyone else out of the precinct. Thie office makes a great central locale for 
scaring lots of folks at once. Try to get the professor even madder than he is and only use madness powers. Then set Banzai 
to cast Quake and all the cells open, freeing everyone including the Professor. You don't have to do this, in fact it will 
destroy a number of fetters. It's up to you. The professor has a friend who escorts him to safety. We'll be seeing more of 
him! Buck's flexible fettering makes him useful for finishing off the last stragglers. Just keep binding him near the 
mortal. Send the final mortal fleeing and complete the level.

Level 6: Deadfellas
Your objective is to make Don Bartholomew believe in ghosts. He is a mafiaboss and his belief bar is zero. There are four 
trapped spirits in this scenario. Fingers is fettered to the piano in the ship's lounge. Fingers is in need of remembering 
just the right tune. Trapped in the casino you'll find another trapped spirit, Knuckles. Knuckles seeks revenge on the 
dealer. One or two decks below is Flash Jordan, bound to her ashes in the Don's bedroom. Flash Jordan needs someone to 'bust 
her loose.' Way down in the ship's bowels you'll find Wavemaster. Wavemaster needs someone to operate the bilge pump to be 
set free. To start, you must first build some plasm. Binding Weatherwitch to the central corridor and setting her band to 
Thunderclap is a good choice. Setting Buck loose to chase the mortals is also a good idea. Order him to roam for 
maximum impact. 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.  Once someone descends the stairs and you have enough plasm, have Raindancer cast 
Flood. Seeing the flood, the mortal will operate the bilge pump. Wavemaster is now yours to control. Hear that tune that 
Jude Klous is whistling? It's the tune that Fingers has been trying to remember. 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. Once Jude whistles the 
tune near the piano, Fingers is all yours. Now for Knuckles. Bind Lucky to the roulette wheel and cast Luckstorm. It may 
take some patience, but after a while a lucky mortal will show up to play, and hopefully win. They'll need to win three 
times in a row. Once they do, Knuckles is free and at your command. Make sure you bring Banzai, whom you freed in the last 
level. Bind him to this plant and cast Quake. A cutscene shows Flash Jordan's urn breaking apart. She'll possess the first 
person who walks by, and be free to work as your newest spirit. Now to focus on Don Bartholomew's belief level. Indoor 
weather, like a hailstorm in the bathroom, are good at building belief. 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.  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. Don's belief eventually rises enough for him to jump overboard, completing the level objective.

Level 7: Poultrygeist
This is the same house from Calamityville Horror. No puzzles here, you just need to scare everyone away. The only trapped 
spirit is Hard Boiled, fettered to Carol-Anne. (Plus Arclight, Maxine Factor and Static fettered as in Calamityville Horror 
when doing a revisit).  It's wise to set up shop in the main foyer, keeping your spookiest scares focused here. The mortals 
will be calling for help, and with any luck you'll be able to scare them away from the phone...at least for a while. This 
scenario affords some great fun, as there are no puzzles and, so long as the mortals haven't successfully phoned for help, 
you have time to enjoy scaring the wits out of everyone. Eventually the mortals will likely get through to a medium, who 
arrives intent on spoiling your fun. Give the medium a homecoming she won't forget. Focus your spirits on her and elevate 
her fright as quickly as you can. (when I did the scenario, I didn't even seen the medium). If you've been using Hard Boiled, 
now would be a good time to reduce his power band to zero. You don't want the medium detecting him so keep him under wraps 
for now. Eventually the mortals will phone in the really big guns. (They did this immediately when I did this level). The 
mortals have called in a Ghostbreaker. Treat the Ghostbreaker the same as the medium. It's a good idea to double-up on your 
ghosts to keep the Ghostbreaker running. Lastly, you'll be left with Carol-Anne. Make sure Hard Boiled (and any other spirit 
for that matter) is not fettered to her, as otherwise she cannot be scared. Send Carol-Anne fleeing and the level is yours!

Level 8: Facepacks & Broomsticks
So far you've battled mediums and Ghostbreakers. This time it's a coven of teenage witches! Your haunt is familiar: the 
sorority house from Haunting 101. There are three trapped spirits (a fourth, Weatherwitch, will be found as she was in 
Haunting 101 on revisits). Trapped in the second floors mirror is Tricia. Tricia has issues. She needs a similarly 
valley-girlish specimen with whom she can practice her supernatural powers. On the back patio you'll find the second trapped 
spirit, Hogwash (he is very hard to get an needs a lot of patience). Hogwash asks you to bring him an electrical gadget. 
Down in the basement you'll find trapped spirit number three, Firetail. Firetail is bound to the witches' ceremonial circle.
Bind Banzai to the earth fetter, Raindancer to the water fetter and Whisperwind to the air fetter of the witches' circle. 
You are notified that you have subverted this witches' circle of protection. Note the ethereal spheres protecting your 
spirits. You've also just freed Firetail! Blair Whelchel is the valley girl Tricia needs. There are many ways to attract 
her to the mirror. Use Wendels Laughter or Insane invitation for example. Once Blair looks into the mirror, Tricia is able 
to practice her Clone spell and she is set free. Two spirits down, one to go! Now for the final trapped spirit, Hogwash. As 
always, there's more than one way to accomplish a task in Ghost Master. One way is to convince this guy with the Walkman 
(Tony Tupulo) to go out to the patio (Fool's Errand is a good choice). Alternately, you can bind Tricia to the mirror in the 
main-level bathroom and cast Ethereal Gift. Bind an electrical spirit like Cogjammer to the gift and set his power band to 
zero so as not to scare off any mortals from carrying it. With a little luck the mortal will walk out to the patio, giving 
Hogwash the electricity he needs to go free! Now you just have to scare the living daylights out of the three witches. If 
you cast certain spells (such as quake as I did) you will break the circle, which leaves the witches (and you) vulnerable.
But that you are vulnerable doesn't matter because the witches (unprotected by their powers) will not try to banish you. It 
is also recommended that you leave the circle intact untill you driven all the girls away. Keep up the heat on the witches 
by rebinding your spirits as the witches move. Don't forget Tony Tupulo, he's an electrical fetter himself. Send all three 
witches packing and complete the level.

Level 9: Phantom of the operating room
The Gravenville Hospital plays victim to your haunting prowess this time around. Your task: scare the doctors away. There 
are three trapped spirits in this scenario. Daydreamer is asleep on one of the beds on the first floor. Fettered to a tearful 
child is this spirit, Harriet. Harriet reveals that the child is crying because he misses his stolen stuffed rabbit. On the 
bottom level you'll find the scenario's third and final trapped spirit, Brigit. Brigit was left standing at the altar and 
seeks vengeance on her philandering fiance. A scan of the bios reveals Dr. Seth Greenwood as the likely candidate. Dr. Seth 
can be seen romancing the nurses of Gravenville hospital. Note that homely Dr. Whinnery is oddly planted in her chair in the 
same room as Brigit. We can use Dr. Whinnery as bait. But Dr. Seth isn't going to pay any attention to the homely Dr. 
Whinnery with all those nurses to romance. You'll have to scare them all away! As soon as the first mortal is sent fleeing 
from the hospital, a trio of Ghostbreakers arrive. Focus on terrorizing the Ghostbreakers. Team up your easily-fettered 
ghosts and keep moving them as the Ghostbreakers move about. Bench threatened spirits as soon as you can to keep them safe. 
The Ghostbreakers are big scaredy cats once you get them running. Once you chase off all three Ghostbreakers you can resume 
haunting the hospital's nurses. Just make sure that Dr. Seth and Dr. Whinnery are left intact. And do not scare the doctors 
away either, because you then will win the scenario and we won't want that to happen just yet. You may also scare Kevin 
Caulkin, who stole Jimmy Dowd's bunny. Scare Kevin and he'll drop the bunny. One of the mortals will pick up the bunny and 
carry it back to Jimmy. Don't scare this person, because they will drop the bunny if scared. Once Jimmy has his bunny back, 
Harriet is set free. To free Daydreamer you need to wake him up. Fetter Moonscream just outside his door and have her cast 
Cacophony. Daydreamer awakes and salutes you. Now you can return to driving off Dr. Whinnery's competition. If all this has 
Dr. Seth Greenwood in a fright, have Fingers cast Unearthly Calm to soothe his nerves. Remember, you need him to free Brigit 
in the basement. Once all of the nurses are chased off, Dr. Seth will look for Dr. Whinnery's affections. Have Brigit cast 
Strange Vision so he can see his almost-bride, and set Brigit free! That's the third and final trapped spirit, and also puts 
Dr. Seth out of commission! Now you can focus on your objective - scaring off all the doctors! Don't forget Dr. Whinnery - 
she needs to be scared off, too. Scare away (or drive insane) all of the doctors and complete the level.

Level 10: The Blair Wisp Project
Your task: lure the filmmakers to the Darkling so he may feed on their souls.  There are three trapped spirits in the level. 
A fourth, Moonscream, is trapped as she was in Summoners Not Included on revisits. You'll find poor Sparkle, a trapped 
fire elemental, fettered to an fire. Sparkle needs you to re-ignite his flame. On this fog-shrouded island you'll find the 
level's namesake, Blair Wisp. Blair Wisp has fallen under a curse. Bring a mortal to see the wisp to set the curse free. In 
the cabin's basement you'll find the Darkling. The Darkling instructs you to bring the mortals to the cabin. You'll find two 
bear traps on the right side of Sparkle. Bind Terroreyes to one and cast Ice Breath. Bind Blue Murder to the other and cast 
Bitter Cold. The two powers will team up and freeze the area. We need to lure the filmmakers to Sparkle so they'll light a 
fire. I've used Harriet's Fascinate. Once the fire is lit Sparkle is set free. The cold not only prompts the filmmakers to 
build a fire, it also freezes this stream, allowing for easy passage near the broken bridge. More weather spells needed. 
That fog shrouding Blair Wisp's island is dispersed with Weatherwitch's Gusts and Aether's Gathering Winds.  A mini-cutscene 
shows the fog being dispersed as the wind billows through the trees. To lure the mortals to the island, start by using 
Harriet's Fascinate, Weatherwitch's Siren Song or a similar spell. Once they start to cross the water, you'll need to switch 
to Blair Wisp's Hypnotic Image. Once someone crosses onto the island they'll see Blair Wisp, setting the spirit free!  They 
give you hefty hint: you'll need something to act as a bridge. What could it be. This precariously perched tree seems a 
likely candidate. Have Banzai cast Quake to knock it down. Have the Darkling cast Obsession and the mortals will use the 
fallen tree as a bridge. You are reminded that the mortals must now repeat the ritual to summon the Darkling. There's not 
much for you to do, though. Just keep luring the mortals into the basement with the Darkling's Obsession. A cutscene plays 
of the mortals repeating the ritual. The Darkling is summoned and he promptly devours their souls. But wait! The demented 
Professor is back, and he's with his strange friend from The Unusual Suspects. You end the level in success, but the 
Darkling has been captured.

Level 11: Spooky Hollow
Next up is the legend of the headless horseman. His name is Dragoon, and he is one of four trapped spirits in this level. 
Your objective: reveal the identity of the mortal attempting to master the Dragoon. A hidden spirit, Stormtalon, is hidden 
in a tree. A third trapped spirit, Scarecrow, is fettered in a field. Click on Scarecrow and he'll tell you that he needs the 
touch of blood to be set free. Lastly, the fourth trapped spirit, Black Crow, is found inside the shack. Black Crow instructs 
you to destroy the cabin so he may be set free. Let's start with the hidden spirit, Stormtalon. You need to build a storm. 
Weatherwitch is casting Rain, Whisperwind is casting Tempest, Aether is casting Gathering Winds, and Raindancer is also 
casting Rain. This is a fine example how to free the hidden spirit. It may take some time and patience, but eventually the 
tree will be struck by lightning, setting Stormtalon free. You are notified of nefarious deeds transpiring within the 
windmill. Inside the Windmill is Earl Walton. Your spirits' wind powers have started the windmill turning, which knocks Earls' 
ceremonial skull onto the ground. The winds also knock down the shack, freeing Black Crow. Now, to free Scarecrow. Bind 
Harriet next to Scarecrow and cast Fascinate. Once one of the children is lured into the field, bind Hard Boiled to them. 
Have Hard Boiled cast Gushing Blood, and the area floods with blood. Once the blood reaches Scarecrow, he is set free. 
Back to Earl Walton's nefarious deeds. Bind Harriet near this window in the Windmill and cast Fascinate. Once someone comes 
by to see what Earl is up to, have Black Crow cast Possess. Earl orders Dragoon after the mortal, but Black Crow's possession 
will prevent the mortal from being frightened away. Instead, the mortal will run indoors and alert the other mortals to Earl's 
misdeeds. The mortal returns to the Windmill and shouts through the window at Earl. Earl flees the windmill and is given a 
tongue-lashing. The mortal carries the skull into the woods and returns it to its resting place. The Dragoon is now free! The 
skull was the skull of the headless horseman! Lastly, you must concentrate on scaring off Earl Walton. Black Crow's Buried 
Alive finishes him off nicely to complete the level.

Level 12: Ghostbreakers
A new complication is presented in this level - the astral ward. The Ghostbreakers are besieged inside the police precinct 
from The Unusual Suspects. There is only one trapped spirit, Windwalker, in this level (or the original three from The 
Unusual Suspects on revisits). The mortals have imprisoned Windwalker within the red astral ward. Start by binding Stormtalon 
to the van out front. Cast Blackout to disrupt the flow of power.You are alerted that the green ward has been disrupted. Note 
that a lightning strike to the indicated radio tower will also allow entry to the precinct. You have limited time so move 
quickly. Bind Hogwash to this lower-level room and use Surge against this generator. You are alerted that an alarum as been 
sounded. But more importantly, you have taken the blue ward offline. Now we just have the green and red wards to sabotage. 
Bench Stormtalon and replace him with Hogwash. Hogwash's Blackout power band is fresh, giving you more time to work. Bench 
Hogwash to keep him safe. Bind Stormtalon to the device on the upper floor and cast Surge. Congratulations, you've just taken 
that pesky alarum offline! Once again, exchange Hogwash and Stormtalon and have Stormtalon cast his now-fresh Blackout from 
the van. Bind Hogwash to the device in this upper-level office and have him cast Surge. Voila - you've just taken the green 
ward down - permanently! Good. Now let's scare the dickens out of the Ghostbreakers. We'll eventually need to scare everyone 
away, so go ahead and scare as much as you can. Dragoon makes a great addition to your party on this one. Fetter him outside 
and he'll chase anyone who leaves the building. When one of your ghosts is hopelessly under attack, use the opportunity to 
gang up on the attacking Ghostbreaker, who is vulnerable while focusing on a single ghost. Once all three Ghostbreakers have 
fled, we can focus on the final ward, the red ward. Bind Stormtalon by this air conditioning unit and cast Tempest. Next, 
have Hogwash cast Surge on the air conditioning control unit (the one with the snowflake on it). The unit reverses direction. 
Lastly, bind Sparkle to the van and cast Inferno. The equipment overheats and the red ward is now disabled! Now you can bind 
Hogwash to the ESD and cast Surge. With the ESD offline, Windwalker is set free! Now you just have to scare off (or drive 
mad) any remaining mortals. Scare off the final mortal to complete the level.

Level 13: Full Mortal Jacket
Saddle up, this time it's war! This level is very straightforward. You are on the Gravenville military base. Your objective: 
scare off (or drive mad) every mortal on the base. There is only one trapped spirit in this level, Wisakejak, found here. 
Wisakejak is bound to this totem pole, and will remain so until engulfed by flame. Guards at the front gate will turn back 
anyone you scare away. Scare the guards away first. Scarecrow and Buck make a good team for this. Your ghosts may come under 
attack from Father William Mulcahy. Use Black Crow to possess the good father, thus keeping your ghosts safe from him for the 
moment. Ever tell yourself late at night, "Try not to be afraid, ghosts can sense fear." Yup. Scan the mortal pack for the 
most vulnerable souls (the ones with the highest belief) and pick on them. You're trying to build plasm, and you get a 
permanent plasm bump for each mortal you scare off. Remember to keep the guards scared away from the main gate. Once you have 
enough plasm, have Wisakejak cast Trojan Gift. Bind Arclight to the gift box and have him cast Bonfire to engulf Wisakejak's 
totem pole in flames. Wisakejak thanks you for setting him free. For a hefty bump in plasm, bind Arclight to the Tomb of the 
Unknown Soldier and set him to the highest band your plasm affords. Once everyone is scared off but the father, you can 
safely concentrate your spirits' powers on him. Once you send the good father packing, the level is yours!

Level 14: What Lies over the Cuckoo's Nest
Here we are at the final level -- or is it? (The last bonus level which can be downloaded is search it on google is yours to 
find out how it works). You find yourself back at the hospital from Phantom of the Operating Room. The level objectives: 
free the Darkling and frighten everyone into fleeing or drive them mad. The Darkling is the only trapped spirit (except for 
Daydreamer on revisits, found as in Phantom of the Operating Room). The demented Professor has the Darkling trapped within 
this mystic apparatus. And the Darkling is none too happy about it. The apparatus is powered by these five sleeping mental 
patients. Free the patients, shut down the apparatus, free the Darkling. Simple, right? The problem is that the patients are 
protected behind a red ward. Let's start by scaring folks and build some plasm. Scarecrow is quite effective at building 
plasm when fettered out front. Once you have enough plasm, bind Wisakejak to Kevin Caulkin and cast Trojan Gift. Bind 
Stormtalon and Hypnos to the gift. You want one of the hospital employees who regularly frequent the red ward to pick up the 
gift. The orderlies are my preference. This takes a fun-zapping amount of patience (or luck), but eventually someone will 
take the gift up to the red ward. You can use Stormtalon's Rain to force an unhelpful mortal to drop the gift. Using the 
Darkling's Obsession doesn't help if the mortal is not already somewhat close. Most mortals will simply stand still rather 
than be lured up to the red ward. Once the gift is finally in the red ward, bind Stormtalon. Bind Hypnos to Bruce Elm. Have 
Stormtalon cast Surge to short out the locked doors. Have Hypnos cast Sleepwalk. This will move Bruce Elm out of his cell 
and break the power band to the apparatus trapping the Darkling. The Darkling, now free, consumes the soul of his captor, 
the demented Professor. Your objective is completed, and the Darkling is free. Now for the fun part -- wreaking havoc and 
scaring everyone out of their wits! The Darkling is now yours to command. He can be fettered to a bed, and there are two 
fetters in the basement that he can use as well. Bind Black Crow to the main corridors plant and let him have some indoor 
scares for a change. Black Crow's Buried Alive works just great on ceramic tile! Send them all fleeing to complete the level 
and the game! But what's this? An ether bomb aboard the Gravenville Express!  A final cutscene shows that the Ghostbreakers 
plan to detonate the bomb and rid Gravenville of its spooky specters! We'll have to wait and see if we can detonate the bomb 
before it's too late.

So if you want to play the last level, download the bonus level. If the download on the Ghost Master site doesn't work, just 
google it up. Have fun with the game. And don't try to play the game only with the walkthrough. Just use it only when you are 
stuck on a level

Have fun with the game, Your walkthrough maker
Franksta