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Post by Dynamize on May 24, 2003 20:47:40 GMT
I had the same problem. Limited Plasm so it takes a little timing. Bind the Cop and cast Obsession to get a villager to look through the window, then when the villager starts back bench the cop and bind Banzai (from the Ghostbreakers level). Be ready with quake, and wait until you see the Dragoon appear and start to head towards the informant, THEN cast quake and that should do it.
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Post by Epyon on May 29, 2003 20:38:41 GMT
I did it by possessing the person who looked in the window. When a mortal is possessed, they aren't afraid of anything, which kinda ruins the horseman's plan.
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Post by Anon on May 29, 2003 22:01:53 GMT
Or attatch a poltergeist to a child and attract that over to look in.
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Post by Steele on May 30, 2003 1:11:49 GMT
I couldn't make the TK Storm tactics work to free the indian. However, I smashed the hut up by using Tempest, Gusts and Rain, freeing the indian =)
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Post by Ghastly on May 30, 2003 6:21:53 GMT
Quake, from Stonewall or Banzai free's the indian
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Post by wishwitch on Jun 1, 2003 22:02:50 GMT
okay I am probably being really thick (not unusual:) but how do u release pumpkin head ( i cant understand what he is saying) an earlier post says use 'leak' but which haunter has this power? I have to say I have loved playing this game but this bit I am getting bored by ...hence the need for HELP I think I need a walktho' for this one PS as an aside would anybody else find it helpful to have target times listed in the timegate?
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Post by ManInBlack on Jun 1, 2003 23:41:12 GMT
By pumpkin head do you mean Scarecrow? You need to get blood near it to free it from it's fetter. So Flood and Gore, or Seeping Blood used really close should do the trick
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Post by ManInBlack on Jun 1, 2003 23:41:52 GMT
Oh, and the idea of having target times on the High Scares table is a great one.
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Post by Bladez on Jun 2, 2003 4:03:23 GMT
Not sue if you can substitute some powers I think you can but here is what I used.
Let the horseman scare away at least 1 person so you can have more plasm available to use.
Place an air elemental such as whisperwind in front of the windmill and use the tempest power to move the windmill forcing the man inside to move a lever to lock it in place. Then place somebody with the obsession power behind the windmill and this will lure somebody to the window and he will be discovered. After it tells you to not let the dragoon scare him off wait until he has let the square in front of the window and place banzai next to the windmill with the quake power set, this will cause the skull to shake onto the floor giving enough time for the man to run tell the others, from this point on forget about the windmill they will go and get him without your help this includes placing the skull back, when they do this you automatically obtain the horseman.
To get the indian simply but banzai next to the shack and use the quake again and the shack will be destroyed freeing him.
To get the scarecrow easiest way is to bind harriet next to him and create an ethereal gift, then you want to bind Hard Boiled to the gift and use the Gushing Blood power, as soon as the blood touches him he will be freed.
Last but not least it seems a few different ways work for stormtalon just place somebody that make it rain and create lots of wind, and possibly some thunder to simulate a huge storm, do this near the tree in the middle of the lake and he will eventually appear.
Now just have fun scaring people or just scare off the guy that was controlling the horseman and the level will end.
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Post by wishwitch on Jun 2, 2003 12:16:23 GMT
;DThanks..it worked a treat - only thing I had to do was put the indian by the police woman to cast possession as I wasnt quick enough to get the quake in in time to distract the horseman...never managed to free stormtalon..one for another go I think
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