Ghost Master Pc Game Guide: Phantom Of The Operating Room
Where the last assignment was really a matter of shooting fish in a barrel, or if you did it right, fishing with dynamite, this one is another test of your Ghost Master patience.
For this assignment you will need to bring along Moonscream and, preferably, Boo, with the Fool’s Errand upgrade.
There are a total of three restless spirits for you to free. Two of them are rather annoying, and one of them requires nothing more than a good amount of Plasm.
Harriet is the rabbit ghost attached to the crying boy in the ward on the left on the second floor.
She is probably the place to start. To free Harriet you need to get the crying
boy's bunny toy back.
This is easy. The other kid in the hospital stole it. Scare that kid out of the hospital and nearly anyone that sees the bunny on the ground will return it to the kid and free Harriet. Just make sure that you do the final scare in a high traffic area, otherwise it could be a while before anyone finds it.
Brigit, the restless spirit in the basement morgue, is a bit
trickier to free. She needs to scare the beans out of Seth and curse him. That’s
not too hard. You can either set her to pick on Seth or you can manually
trigger her Strange Vision power.
As a note for freeing Brigit, I've found that setting her to use her powers
automatically on Seth scares him outta the basement before he is close enough
for her to take a piece out of him. So your best bet would be to wait until he
is close and then trigger it.
Now getting Seth down there can be a headache. I find that after giving him a good scare or two you can easily get him down there by having Boo pick on him with Fool’s Errand. Seth seems completely immune to Obsession and Hidden Maze is really a shot in the dark.
Once you have enough plasm, you can free Daydreamer by having Moonscream use Cacophony right outside his door. Warning: do not try this with Ghostbreakers in the building. I’ve found that they will attack Brigit almost immediately, and she needs to finish using her power to wake him.
That brings me to one important warning. As soon as you scare off even one person, three Ghostbreakers will arrive. And they are a real threat. The best way to deal with the Ghostbreakers is to hit them hard. Very hard. For example, drop Clatterclaws, Boo, Wendel, and Buck right on top of one of them.
As soon as they have got a shot off with their powers, pull your spirits out.
Doing a hit-and-run on the Ghostbreakers will be really good for your Ghost Master reflexes.
It's also good practice for future assignments.
Other than that, this level is pretty easy. To really get a serious bang on the plasm, drop Hogwash into the ward with Harriet and have him use Surge. Then, right after, drop Firetail into the other ward and use Bonfire. That will get you some serious plasm right off the start.
Summary: Freeing Brigit can be annoying, but it should be done. Harriet is a must as she is just so useful later on. As for Daydreamer, you will need him in the future, so don’t leave anyone behind. For a final thought, you may want to consider turning the entrance way on the first floor into a scare parlour.
This Ghost Master Game Guide was written by Trinity C. McKenzie and is only for
publication by Techno-Witch.com. If you find any errors in our guide or would
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Ghost Master Walkthrough please feel free to contact us.
This Ghost Master game guide - Ghost Master Walkthrough was made playing the
newest PC version of Ghost Master and includes the special epilogue mission
Class of Spook'em High.