Weird Seance Walkthrough Part 2

Walkthroughs for Ghost Master Act 1

Your first move will be in the basement

The seance for which this assignment is named is being conducted in the basement. This is where you need to strike first. Drop in Boo with Kinesis, and Clatterclaws with Swarm Strike. (Legion on Revisit!)

Until Lucky is free you will want to avoid causing trouble on the main floor. Boo should only use Kinesis. Otherwise he could distract a pinball player!

Start off by having Boo scare the guys conducting the seance in the basement. Scaring people down here is not likely to cause too much trouble on the main floor while you are trying to free Lucky.

Ambush the Frat Leader wtih Clatterclaws

Bind Clatterclaws in the hallway on the second floor near the top of the stairs. This will take care of wanderers. You should leave Boo in the basement.

Then have Wendel use his Laughter power until the Frat Leader gets up. This only takes a second or two. Then shut off his powers!

By having Wendel use laughter you can wake the frat leader. Having Clatterclaws ambush people at the top of the stairs helps take care of those that wander.