Post by kaelzeph on Apr 6, 2009 6:55:35 GMT
The walkthrough that was posted is already gone but I've managed to finish the Epilogue level after some restarts (almost reached 10; @_@)
Just remember that there are four wards: Green and Blue in the lower level. Yellow and Red in the upper level. There is a basement but no one goes down there, or so far with all the times I've been playing.
Needed ghosts:
Two (2) Electric types (Preferably Sprites: Cogjammer and Hogwash, with training), One of them should have both Surge and Blackout. The other can have any ability that will disrupt and destroy electric devices. Sprites are better because they only need a small amount of plasm, compared to Stormtalon or Static.
A ghost which has Trojan Gift ability. Wisakejak is okay but Lady Rose is better because of a very accessible fetter inside.
A ghost which can force mortals to pick up the Gift. I've been using Darkling for this (Obsession + Mania combo, or sometimes an Obsession is enough)
Fill in the rest of your team with scary ghosts. I suggest Moonscream and Clatterclaws. Buck, Boo, and Wendel are also good. You could even try Arclight, Blue Murder or the Dragoon.
First up is to have your ghost with Surge and Blackout (I had Hogwash with those trained abilities) bound to the "The Bunny Van." It's easy to spot. Surge disrupts the Green Ward while Blackout disrupts the Blue Ward. This takes out two wards with one ghost. Just set your ghost to the Surge band and leave him there until later. He'll continue to disrupt the wards even if they get repaired. I can't seem to find the object needed to destroy these wards but disrupting them is good enough.
Next, time to infiltrate the upstairs. Make a Trojan Gift. I used Lady Rose for this because the room with the Green Ward there's a mirror which makes it easier for people to see the Gift. Bind in your other electric ghost and your ghost with Obsession (I had Cogjammer and Darkling). Take note of the few Ghostbreakers who go upstairs and make sure one of them takes it.
Meanwhile, you can start scaring the mortals for your secondary objective and plasm. Just make sure to bench them before the Green/Blue Ward is repaired or when there is a warning. Try placing one ghost in the Green Ward room so it can scare off anyone who tries to repair it. Do the same in the pinball machine room, the circuit breaker for the house is there, which brings power back to the Blue Ward. You might try using an electric ability and see if it can destroy the Blue Ward.
Hopefully, your gift is already on its way upstairs by now. Once you get inside the Yellow Ward area, bind your other electric ghost in the Yellow generator at the first room below just when beyond the stairs. This destroys the Yellow Ward and makes everything easier upstairs. After the Yellow Ward is destroyed, bind your ghost back to the gift.
Here comes the tricky part. To infiltrate the Red Ward, you have to make sure the Ghostbreaker inside that roomtakes the gift. He spends the most time there and rarely will another Ghostbreaker get inside. (Note: Every time I play this level, only the Dr. and the Ghostbreaker in the red room are the ones left. The other one has always fled first. Seems he's afraid of any ghost. XD)
I've used Darkling's Obsession + Mania combo or Obsession only to get Murray out of the Red Ward and pick the gift. You might try using Boo with Leak/Rattle. Insane Invitation and Intrigue also works. This is where you've got to have extreme patience. The fastest I've had to make Murray pick up the gift was 17 minutes left in the bomb.
Once you get inside the Red Ward/Bomb room, use your electric abilities to destroy the Red generator and the Bomb, leaving no safe place upstairs.
You only need to scare the mortals out of the Ghoul Room and victory is yours. Just be careful. The Ghostbreakers will banish while the rest of the mortals will repair the wards. If you can scare or electrocute them before they can banish/repair, then it's good. Beware of the twist though. After you've disabled the bomb, there appears a REALLY BIG ICE CREAM BUNNY who can detect and banish your ghosts. Once detected, bench your ghost and place them somewhere else. If you place them on the same area, the REALLY BIG ICE CREAM BUNNY might still have its eyes on them and will immediately banish them.
Enjoy the final cutscene and credits after the win. ^_^
Just remember that there are four wards: Green and Blue in the lower level. Yellow and Red in the upper level. There is a basement but no one goes down there, or so far with all the times I've been playing.
Needed ghosts:
Two (2) Electric types (Preferably Sprites: Cogjammer and Hogwash, with training), One of them should have both Surge and Blackout. The other can have any ability that will disrupt and destroy electric devices. Sprites are better because they only need a small amount of plasm, compared to Stormtalon or Static.
A ghost which has Trojan Gift ability. Wisakejak is okay but Lady Rose is better because of a very accessible fetter inside.
A ghost which can force mortals to pick up the Gift. I've been using Darkling for this (Obsession + Mania combo, or sometimes an Obsession is enough)
Fill in the rest of your team with scary ghosts. I suggest Moonscream and Clatterclaws. Buck, Boo, and Wendel are also good. You could even try Arclight, Blue Murder or the Dragoon.
First up is to have your ghost with Surge and Blackout (I had Hogwash with those trained abilities) bound to the "The Bunny Van." It's easy to spot. Surge disrupts the Green Ward while Blackout disrupts the Blue Ward. This takes out two wards with one ghost. Just set your ghost to the Surge band and leave him there until later. He'll continue to disrupt the wards even if they get repaired. I can't seem to find the object needed to destroy these wards but disrupting them is good enough.
Next, time to infiltrate the upstairs. Make a Trojan Gift. I used Lady Rose for this because the room with the Green Ward there's a mirror which makes it easier for people to see the Gift. Bind in your other electric ghost and your ghost with Obsession (I had Cogjammer and Darkling). Take note of the few Ghostbreakers who go upstairs and make sure one of them takes it.
Meanwhile, you can start scaring the mortals for your secondary objective and plasm. Just make sure to bench them before the Green/Blue Ward is repaired or when there is a warning. Try placing one ghost in the Green Ward room so it can scare off anyone who tries to repair it. Do the same in the pinball machine room, the circuit breaker for the house is there, which brings power back to the Blue Ward. You might try using an electric ability and see if it can destroy the Blue Ward.
Hopefully, your gift is already on its way upstairs by now. Once you get inside the Yellow Ward area, bind your other electric ghost in the Yellow generator at the first room below just when beyond the stairs. This destroys the Yellow Ward and makes everything easier upstairs. After the Yellow Ward is destroyed, bind your ghost back to the gift.
Here comes the tricky part. To infiltrate the Red Ward, you have to make sure the Ghostbreaker inside that roomtakes the gift. He spends the most time there and rarely will another Ghostbreaker get inside. (Note: Every time I play this level, only the Dr. and the Ghostbreaker in the red room are the ones left. The other one has always fled first. Seems he's afraid of any ghost. XD)
I've used Darkling's Obsession + Mania combo or Obsession only to get Murray out of the Red Ward and pick the gift. You might try using Boo with Leak/Rattle. Insane Invitation and Intrigue also works. This is where you've got to have extreme patience. The fastest I've had to make Murray pick up the gift was 17 minutes left in the bomb.
Once you get inside the Red Ward/Bomb room, use your electric abilities to destroy the Red generator and the Bomb, leaving no safe place upstairs.
You only need to scare the mortals out of the Ghoul Room and victory is yours. Just be careful. The Ghostbreakers will banish while the rest of the mortals will repair the wards. If you can scare or electrocute them before they can banish/repair, then it's good. Beware of the twist though. After you've disabled the bomb, there appears a REALLY BIG ICE CREAM BUNNY who can detect and banish your ghosts. Once detected, bench your ghost and place them somewhere else. If you place them on the same area, the REALLY BIG ICE CREAM BUNNY might still have its eyes on them and will immediately banish them.
Enjoy the final cutscene and credits after the win. ^_^