Post by boowendel on Jul 9, 2006 20:58:18 GMT
I am here to create a sequel to ghost master. These missions may have the same areas. But not ghosts. The storyline follows Gravenville in its darkness. But an unknown order of the mediums, ghostbreakers, priests and witches have revolted and began plotting against us. To become: The Ultimate Ghostbreakers! And including Dr. Brenner as the new ghost expert. It is very hard to complete but it is a great threat to both world. Dr. Brenner has a plan. But what?
Nightmares are like Sandmen only they have more scare power.
Vomiteers specialise in gory and sick powers
Screammongers are one of the highest scarers in the business.
1. The Elm Tree
Opener: Welcome back to Gravenville, Ghost Master. Now that you have freed the Darkling, a mortal called Bruce Elm has been deceased. Over the city, people are mourning their fallen conrad, and now is the time to strike. A little family reunion is going on in Bruce's house,. Lets crash this party.
Objective: Drive the family away into the night.
Haunting Ground: A big house with two bathrooms, two bedrooms and two big TV rooms.
Mortals: Gramma Elm. Pa Elm. Mr. Elm. Mrs. Elm. Grace Elm.
Ghosts:
Fluffball: (Horde) Fetter: Inside/Outside
Bound to the cat bowl in the kitchen
Appearance: A scrawny lump of fur and a tail
Epitaph: Once Bruc's beloved cat, Fluffball enjoyed a jog up around his bowl and eat all the food which was poison. Now a ghost, Fluffball is determined to get his food back.
To free him, you need to scare away someone who wronged him....
Powers:
Swarm Strike
Creepers
Chase
Legion
Warmonger: (Spectre) Fetter: Vilence, Murder
Bound to the Warmonger poster in Bruce's room.
Appearance: A skeleton in a war helmet and brandeshing a sword.
Epitaph: Warmonger is a figment of Bruc's imagination, by watching too much TV. In the show he was a bloodthristy skeleton. In death, he is the same grouchy hunter, but now, he craves real mortals fear.
He needs a body to possess, but nobody goes up in Bruce's room no more.
Powers:
Strange Vision
Spooky Surprise
Terror Incarnate
Fluster
Dominate
Possess
Macabre Possession: Once a mortal is possessed, the haunter twists into a form, that is horrid. Causing the possessed mortal to flee.
My Opinon: This level isn't too difficult, the only problem being leading people up to Bruce's room. People don't want to go up there because of the death.
My Team: Boo, Firetail, Shivers, Ghastly, Blue Murder, Tricia, Darkling.
2. Fear-Ye! Fear Ye!
Opener: We are calling you back to Spooky Hollow, Ghostmaster. Now the Olde Gravenville Towne, have shown dramatic inprovement in ghost detection. They have recruited a ghostbreaker to help with the ghost problems. Unbeknowst to him, a plan to summon a new ghost is afoot. And the ghostbreaker has to be banished from the premises.
Objective: Aid the summoning of the ghost by scaring away the ghostbreaker.
Haunting Ground: Like Spooky Hoolow without the fields, replaced by a church and a bell tower.
Mortals: The Hamner Clan, Town Cryer, Little Jimmy, Lawrance Murray.
Ghosts:
The Friar: (Phantom) Fetter: Emotional, Murder
Bound the bell in bell tower.
Epitaph: The Frair came to Olde Gravenville Towne to be the bell ringer in the bell tower before Little Jimmy came around. Unfortunately, he was also rather clumsy. One day, he fell off the tower and died. An optimistic ghost.
Appearance: A jolly priest with a plump body and the cross on his jacket.
Powers:
Sweat
Stink
Strange Vision
Fright
Song: a song spreads around the haunting cooling down all mortals.
Thunderclap
Face in the Clouds: Projects an image in the clouds unneving nearby mortals.
Terrorise
Maybe the new bell ringer knows The Friar's secret.....
Flame: (Elemental) Fetter: Fire, Electrical.
Bound to the candle in the Welcome centre.
Epitaph: Not all ghosts died where they were bound when they were on their last leash of life. This salamanders ashes were stored in a candle after he died.
Appearance: A lot like Firetail but blue.
Powers:
Sweat
Bonfire
Human Torch
Wild and Crazy
Strange Behavior
Lava Flow: Lava flows around the ground floor of the haunting.
Flame needs a light on this candle but the wick has snapped off.
Inanemore (Nightmare) Fetter: Mortal
Summoned
Epitaph: There comes a time in every ghosts life, when they have the urge to do bad. Insanemore is one of them. He needs to be summoned by a good team of constant ghost beleivers, like The Hamners!
Apperance: A kid with monster tendensies.
Powers:
Fright
Brief scare
Strange Vision
Spooky Surprise
Terror Incarnate
Unusual Behavior: Possesses a mortal making them doing silly things.
See level description for how to free.
My rundown: Tricky but easy once you now what to do. Bring an fire elemental and Dragoon.
My Team: Dragoon, Terroreyes, Scarecow, Buck or Fluffball, Harriet, Black Crow and Firetail
3. Dinner of Doom
Opener: Eating has been useless to the dead, but now what's this. Feast your eyes Ghost Master at the Gravenville Family Restraunt. Word has come that a boy, who knew of our exsistance, has crossed to the other side, due to food poisoning. Your job is to make everyone terrified of eating here, unless of course, they are the ones causing it.
Objective: Make the resteraunt look bad to the mortals eating here....
Haunting Ground: A big resteraunt with lots of available fetters. There is even a basement freezer for water elementals.
Mortals: The Hutz's, The Hamner's, The Kappa Lambda girls, Waiters, Jude Klous
Ghosts:
Tidewatcher (Elemental) Fetter: Water
Bound to the fridge
Epitaph: Most mortals think the moon caused the tides. It was all Tidewatcher's doing, for all time.
Appearance: White, has gills and a horn growing from her head.
Tidewatcher needs to melt the ice, but there is no fire fetters around. However there is a mirror....
Powers:
Rain
Song
Sea Shanty: Lulls the mortal to that fetter.
Tide: A tsunami rips through a floor of the haunting
John: (Spectre) Fetter: Vilence, Emotional, Murder
Bound to the plate in the kitchen
Epitaph: John was a very clumsy waiter. One day, he was delivering an order to table 9, when he tripped on a banana skin in the kitchen and split his head open. Though not too witty either, his ghostly demeaner still wants to take orders.
Appearance: A headless man in a waiter's uniform.
John needs the chef (Jude Klous) to get him to Table 9 at last.
Powers:
Fluster
Strange Vison
Fright
Shatter: Makes mortals drop objects, shattering them.
Ice Breath
Possess
Icy Touch
Food Fight: A peice of food, flies off the plate of a mortal
Terrorise
Timid: (Polterguist) Fetter: Child
Walking around the resteraunt
Epitaph: Timid was known as Tim Mids was he was alive. He died from food poisoning in this very resteraunt. Timid is like your average 10 year old boy. He likes to have fun, without the mortals knowing.....
Appearance: A ten year old boy with red eyes.
He wants to be free by finding one of the waiters that is in the kitchen, but unfortunately, a astral ward only lets adult ghosts or humans in.....
Powers:
Fluster
Fright
Sticky Ectoplasm: Binds to mortals together.
Twister
Strange Vision
Immune: All mortals get immune to terror temperalily
Terrorise
Shapeshifter
My Rundown: Difficult. There are lots of mortals here. It is a very big haunting ground too. The mortals are spread out. One thing, Bring Boo, Quiver and Tricia or Lady Rose
My Team: Boo, Quiver, Buck, Clatterclaws, Shivers, Lady Rose, Firetail and Hogwash
4. Claw and Order
Opener: Ghost Master, the presinct station, is overrun by past enemies banished. The Ghostbreakers, The Three Witches and The Medium have revolted to banish any astral life in Gravenville by leading us into a trap. It seems that they only have astral wards for protection. So you have to disable them before the adverseries know your existance and exploit it.....
Objective: Make all sane mortals flee in terror!
Haunting Ground: The presinct station.
Mortals: Three Ghostbreakers, Three Witches and Beatrice Leach
Ghosts:
Tentacles: (Vomiteer) Fetter: Water.
bound to the toilet.
Nightmares are like Sandmen only they have more scare power.
Vomiteers specialise in gory and sick powers
Screammongers are one of the highest scarers in the business.
1. The Elm Tree
Opener: Welcome back to Gravenville, Ghost Master. Now that you have freed the Darkling, a mortal called Bruce Elm has been deceased. Over the city, people are mourning their fallen conrad, and now is the time to strike. A little family reunion is going on in Bruce's house,. Lets crash this party.
Objective: Drive the family away into the night.
Haunting Ground: A big house with two bathrooms, two bedrooms and two big TV rooms.
Mortals: Gramma Elm. Pa Elm. Mr. Elm. Mrs. Elm. Grace Elm.
Ghosts:
Fluffball: (Horde) Fetter: Inside/Outside
Bound to the cat bowl in the kitchen
Appearance: A scrawny lump of fur and a tail
Epitaph: Once Bruc's beloved cat, Fluffball enjoyed a jog up around his bowl and eat all the food which was poison. Now a ghost, Fluffball is determined to get his food back.
To free him, you need to scare away someone who wronged him....
Powers:
Swarm Strike
Creepers
Chase
Legion
Warmonger: (Spectre) Fetter: Vilence, Murder
Bound to the Warmonger poster in Bruce's room.
Appearance: A skeleton in a war helmet and brandeshing a sword.
Epitaph: Warmonger is a figment of Bruc's imagination, by watching too much TV. In the show he was a bloodthristy skeleton. In death, he is the same grouchy hunter, but now, he craves real mortals fear.
He needs a body to possess, but nobody goes up in Bruce's room no more.
Powers:
Strange Vision
Spooky Surprise
Terror Incarnate
Fluster
Dominate
Possess
Macabre Possession: Once a mortal is possessed, the haunter twists into a form, that is horrid. Causing the possessed mortal to flee.
My Opinon: This level isn't too difficult, the only problem being leading people up to Bruce's room. People don't want to go up there because of the death.
My Team: Boo, Firetail, Shivers, Ghastly, Blue Murder, Tricia, Darkling.
2. Fear-Ye! Fear Ye!
Opener: We are calling you back to Spooky Hollow, Ghostmaster. Now the Olde Gravenville Towne, have shown dramatic inprovement in ghost detection. They have recruited a ghostbreaker to help with the ghost problems. Unbeknowst to him, a plan to summon a new ghost is afoot. And the ghostbreaker has to be banished from the premises.
Objective: Aid the summoning of the ghost by scaring away the ghostbreaker.
Haunting Ground: Like Spooky Hoolow without the fields, replaced by a church and a bell tower.
Mortals: The Hamner Clan, Town Cryer, Little Jimmy, Lawrance Murray.
Ghosts:
The Friar: (Phantom) Fetter: Emotional, Murder
Bound the bell in bell tower.
Epitaph: The Frair came to Olde Gravenville Towne to be the bell ringer in the bell tower before Little Jimmy came around. Unfortunately, he was also rather clumsy. One day, he fell off the tower and died. An optimistic ghost.
Appearance: A jolly priest with a plump body and the cross on his jacket.
Powers:
Sweat
Stink
Strange Vision
Fright
Song: a song spreads around the haunting cooling down all mortals.
Thunderclap
Face in the Clouds: Projects an image in the clouds unneving nearby mortals.
Terrorise
Maybe the new bell ringer knows The Friar's secret.....
Flame: (Elemental) Fetter: Fire, Electrical.
Bound to the candle in the Welcome centre.
Epitaph: Not all ghosts died where they were bound when they were on their last leash of life. This salamanders ashes were stored in a candle after he died.
Appearance: A lot like Firetail but blue.
Powers:
Sweat
Bonfire
Human Torch
Wild and Crazy
Strange Behavior
Lava Flow: Lava flows around the ground floor of the haunting.
Flame needs a light on this candle but the wick has snapped off.
Inanemore (Nightmare) Fetter: Mortal
Summoned
Epitaph: There comes a time in every ghosts life, when they have the urge to do bad. Insanemore is one of them. He needs to be summoned by a good team of constant ghost beleivers, like The Hamners!
Apperance: A kid with monster tendensies.
Powers:
Fright
Brief scare
Strange Vision
Spooky Surprise
Terror Incarnate
Unusual Behavior: Possesses a mortal making them doing silly things.
See level description for how to free.
My rundown: Tricky but easy once you now what to do. Bring an fire elemental and Dragoon.
My Team: Dragoon, Terroreyes, Scarecow, Buck or Fluffball, Harriet, Black Crow and Firetail
3. Dinner of Doom
Opener: Eating has been useless to the dead, but now what's this. Feast your eyes Ghost Master at the Gravenville Family Restraunt. Word has come that a boy, who knew of our exsistance, has crossed to the other side, due to food poisoning. Your job is to make everyone terrified of eating here, unless of course, they are the ones causing it.
Objective: Make the resteraunt look bad to the mortals eating here....
Haunting Ground: A big resteraunt with lots of available fetters. There is even a basement freezer for water elementals.
Mortals: The Hutz's, The Hamner's, The Kappa Lambda girls, Waiters, Jude Klous
Ghosts:
Tidewatcher (Elemental) Fetter: Water
Bound to the fridge
Epitaph: Most mortals think the moon caused the tides. It was all Tidewatcher's doing, for all time.
Appearance: White, has gills and a horn growing from her head.
Tidewatcher needs to melt the ice, but there is no fire fetters around. However there is a mirror....
Powers:
Rain
Song
Sea Shanty: Lulls the mortal to that fetter.
Tide: A tsunami rips through a floor of the haunting
John: (Spectre) Fetter: Vilence, Emotional, Murder
Bound to the plate in the kitchen
Epitaph: John was a very clumsy waiter. One day, he was delivering an order to table 9, when he tripped on a banana skin in the kitchen and split his head open. Though not too witty either, his ghostly demeaner still wants to take orders.
Appearance: A headless man in a waiter's uniform.
John needs the chef (Jude Klous) to get him to Table 9 at last.
Powers:
Fluster
Strange Vison
Fright
Shatter: Makes mortals drop objects, shattering them.
Ice Breath
Possess
Icy Touch
Food Fight: A peice of food, flies off the plate of a mortal
Terrorise
Timid: (Polterguist) Fetter: Child
Walking around the resteraunt
Epitaph: Timid was known as Tim Mids was he was alive. He died from food poisoning in this very resteraunt. Timid is like your average 10 year old boy. He likes to have fun, without the mortals knowing.....
Appearance: A ten year old boy with red eyes.
He wants to be free by finding one of the waiters that is in the kitchen, but unfortunately, a astral ward only lets adult ghosts or humans in.....
Powers:
Fluster
Fright
Sticky Ectoplasm: Binds to mortals together.
Twister
Strange Vision
Immune: All mortals get immune to terror temperalily
Terrorise
Shapeshifter
My Rundown: Difficult. There are lots of mortals here. It is a very big haunting ground too. The mortals are spread out. One thing, Bring Boo, Quiver and Tricia or Lady Rose
My Team: Boo, Quiver, Buck, Clatterclaws, Shivers, Lady Rose, Firetail and Hogwash
4. Claw and Order
Opener: Ghost Master, the presinct station, is overrun by past enemies banished. The Ghostbreakers, The Three Witches and The Medium have revolted to banish any astral life in Gravenville by leading us into a trap. It seems that they only have astral wards for protection. So you have to disable them before the adverseries know your existance and exploit it.....
Objective: Make all sane mortals flee in terror!
Haunting Ground: The presinct station.
Mortals: Three Ghostbreakers, Three Witches and Beatrice Leach
Ghosts:
Tentacles: (Vomiteer) Fetter: Water.
bound to the toilet.