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Post by poltergeistfury on May 25, 2003 8:38:05 GMT
I am baffled with this scenario I have released all the ghost got the ppl in the cellar done the book bit the prof has arrived after a while BANG end scenario you failed. I have done this now 6 times maybe more. How do you end it before it drives me insane [glow=green,2,300]PLEASE HELP[/glow]
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Post by Ginjur on May 25, 2003 9:15:29 GMT
When the Prof arrives he waves the 3 students out of the celler and all you have to do here now is to scare of the Prof (while the students are outside). Dont scare him with the students present, they get sooo easily spook'd and mission may fail. If the students dosnt leave the celler, your level might be screwed
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Post by Excelsior on May 25, 2003 9:48:26 GMT
Hi! This level has some bugs in it... The first time there was no prob, i finished it easy, but when i tried the second time (time gate...), it was a bit confusing and funny. I scared the prof away. The students came, but they performed the spell not by the book. So they are standing about 3 meters far from the book, and they are summoning Darkling ) He never came ) So, I'm just saying don't give up, maybe it'll work. But don't scare the students off, they must perform the summoning.
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Post by poltergeistfury on May 25, 2003 11:21:38 GMT
Thanx everyone finally completed it now tring to get to grips with the boat scenario I think its called deadfellas or something I dont quite see the point. I scared the croupier off he went overboard it did not release the ghost and how do you get mortals to the engines room to turn on the pump. been trying for an hour and my head is spinning !!! cant get the whistling man to the piano and never get enough plasma to shatter the ashes jar yawn Ill turn it off for a while and start again [glow=pink,2,300]cheerseveryone[/glow]
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Post by Jimbob0i0 on May 25, 2003 13:12:15 GMT
If you want help with these instead if figuring it out PM me... I'll be gald to help - all four ghosts on that level are incredibly annoying to free.
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Post by James on May 25, 2003 13:15:00 GMT
Well, to free the piano player you have to get him to remember the tune. Notice that there are lots of people whistling different tunes? I got Boo and put him in the piano room. I used his rattling chains power to attract people to the room. Eventually someone went in to the room, whistled the tune, and the piano player remembered it and was laid to rest. Once he's gone, you can bind Ghastly to the piano and really get Don to believe!
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Post by Twiggerz on Jun 10, 2003 23:56:27 GMT
Oki, this is a spoiler.... To free the piano guy, you need the chef to come into the room, he's the one whistling the tune. Scare him a load down in the kitchen and he'll start to wander around more. Hopefully sooner rather than later he'll walk into that room, hey presto. The croupier had to lose at the table for you to get knuckles. Use lucky to cast a luckstorm if you can get a punter into the room. It's a little tricky. Wavemaster can be freed by flooding the downstairs engine compartment with water. Attract attention by cutting the lights or making some commotion. Nuff said there. Photo chick can be got with the other water fetter thing, can't remember the name! Just offload some haunted hail and you will break the urn. Happy hauntings
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Post by Kitty Kitty on Jun 11, 2003 16:55:19 GMT
For the Ghost on the Piano, I use a combination of Boo (rattling chains in the piano room) and any small-scare ghost. Personally I prefer the dog - forgot it's name offhand, but if you use him a lot ever since you get him, (and optionally train him up a bit) he's a godsend because he can bind to almost anywhere, and after a few missions, he starts to learn some pretty complex orders (I'm not very far into the game, but at the point I am now you can have him roam under certain conditions and so forth which is very handy)
Anyway, scare the cook *A LITTLE* - just enough to move him over by the stairwells and up a level.. then let Boo draw him in. If you scare him too much, he'll actually run away from the chain noise as well, so go easy on him. If he gets too panicky, the best way to deal with it is to just wait a while and let him calm down.
For the gambling table, there's an alternate method from luckstorm. It's a bit tricky, but it'll work.. Put Boo in there, use rattling chains, and when you see someone go towards the door, note their name. Set lucky up ahead of time bound to the game table and ordered to "only use selected power" or whatever it's called. Then when the guy heads for the door, hit him with charm by first setting "pick on (name of person)" and then setting his bar to the charm level.
Wavemaster info is dead on.
The journalist ghost is odd.. sometimes haunted hail works, other times I've had to use a combination of both tremmor (from piano ghost guy) and then hailstones (from the water sprite from the haunted cabin / evil dead level which you have to train to have at this time.)
Hope this helps
-Kitty Happy hauntings
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Post by Kitty Kitty on Jun 12, 2003 11:08:03 GMT
Posted some more info on the thread that's actually about the Deadfella's level. See that thread for all the details, but I did want to note that in the above, I goofed a bit.
First, for Flash - it seems to be either a combo of tremmor and haunted hail OR hailstones. I'd paired the wrong ones.
Also, for Fingers - See other post, but Fool's Errand can be a tremendous help here.
-Kitty
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Post by VoodooChile on Jun 13, 2003 20:48:50 GMT
Another way to free Flash Jordan is if you have Banzai bind him to the plant and hes Quake power destroys the urn easily.Then just wait for someone to come in.
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