Weird Séance

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Drive the Alpha Tau fraternity from their frat house.

-Objective

Weird Séance is a scenario occuring in Act 1. It takes place in Alpha Tau fraternity. We haunt this place due to the fraternity members due to their lack of respect towards the dead.

Mortals

Cut Mortals

Restless Spirits

  • Lucky - Bound to the pinball machine in the living room.
  • Terroreyes - Bound to a glass jar on a cupboard in the lounge.
  • Wendel - Bound to chattering teeth in Ted Gable's room on the right end of the first floor.

Recommended Ghosts

The team is a good choice for first time haunting of this level as it provides a hard hitting ghost with Ghastly while also providing versatile ghosts like Aether and Sick Puppy. Aether can be used to quickly free Terroreyes while Static can free Lucky by using Sparkstorm. If Weird Séance is your second level, Hunchcork provides great utility with his ability to use any power in any room. Swapping Sick Puppy or Stonewall for a harder hitting ghosts like Clatterclaws could be a good idea, but both of these haunters can be used as somewhat effective outside guardians. Upgraded Weatherwitch could also be useful as an outside ghost due to her ability to create Rain which will keep mortals inside for most of the haunting while also providing some minor scares with Thunderclap and Fright.

Layout

The frat house of Alpha Tau Fraternity consists of a two story building with a basement and a large backyard. The ground floor serves as living area with a entrance with a basketball hoop and scattered junk, a thrashed living room with a mounted moose head and a pinball machine, a lounge with a stereo and a fire place, a bathroom and a kitchen. The first floor consists of many bedrooms and a bathroom. The basement has few storage rooms, a laundry room with washing machines and a large boiler room in which the nerds are holding a séance to communicate with Wendel. The house itself has a deck on the side of the house with a sofa on it.

Narrator Voice Lines

Normal Lines
Briefing
"The smug and irritating youths of the Alpha Tau fraternity mock the supernatural and do not respect the dead. One desires that they be made to experience the full power of the spirit world, and now an opportunity has arisen. As the young mortals gather for a party, three socially maladjusted individuals are attempting a séance in the basement. The members of the fraternity believe they are tuning up their generator, not calling upon the spirit world. They are opening the door - you must not disappoint them. Everyone must be driven away in terror. Then, they will know the true power of the supernatural."
Objective
"Drive the Alpha Tau fraternity from their frat house."
Beta Lines
Briefing
"The smug and irritating youths of the Alpha Tau fraternity mock the supernatural and do not respect the dead. One desires that they be made to experience the full power of the spirit world, and now an opportunity has arisen. As the young mortals gather for a party, three socially maladjusted individuals are attempting a séance in the basement, along with their leader's younger brother. The members of the fraternity believe they are tuning up their generator, not calling upon the spirit world. They are opening the door - you must not disappoint them. Everyone must be driven away in terror. Then, they will know the true power of the supernatural."

Gallery

Concept Art:

Trivia

  • The name and the poster of this level are a reference to a 1985 Sci-fi/Comedy, Weird Science. However the plot of the mission is based on a 1978 Comedy, Animal House.
  • Dr. Krauss was meant to be present in this haunting however his purpose there is unknown.
  • If Terroreyes uses Ice Breath while he is still bound to the glass jar, the mortals around will light the fireplace. This will create a fire fetter despite the Ghost Master not having access to Fire Elementals in this mission.
  • Placing a haunter on the mouse trap next to the group of nerds in the basement and using Strange Vision, Spooky Surprise, Ghostly Apparition or Terror Incarnate power will result in all three instantly fleeing the level.