Ghost Master: The Gravenville Chronicles (Master of Horror: Death Fright). Passage of game Ghost Master Lord of horror death fright infinite plasma

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Introduction

The game takes place in the small town of Gravenville. You are the Lord of Horror, at your disposal are all the forces of the astral world, which you boldly throw at the pain with objectionable mortals.

There are 14 missions in total in the game (+ the prologue in the "Death Fright" add-on). On these pages, you can see which missions you will have to complete, and also, if you have any difficulties, find a hint.
Before completing the mission, do not hesitate to listen to the introduction - it may contain information that is useful to you.

Each mission has its own goals and objectives. In some cases, this is a simple intimidation of mortals, in others, on the contrary, you need to make mortals help you. The main goal of the whole game is the release of a very strong ghost - Tenevik.
You start the game with a small team of ghosts, but as you progress through the missions, your team will increase.

seance


Your task: Expel the members of the Alpha Tau community from their home!
Your team: Aether \ Stomper \ Boouu \ Storm Witch \ Horror

We release lucky
To do this, simply turn on his "Luck" or "Storm of Fortune" ability when someone starts playing the machine. It is necessary that the mortal during the game properly hit the machine.

Freeing the Ghost Eyes of Terror
For this tie in the backyard Ether and turn on the "Ringing Song" ability.

We release Vendela
It's generally simple - you just need to expel Ted Cable from the hostel. The ghost will be on the loose even if Ted is the last to leave the house.

Frightening mortals is a special pleasure. Bind the ghosts of your choice in the house, on all floors, so that none of the people can hide anywhere! For those who are especially smart, for those who sit in the basement and try to evoke, ha ha, the spirit, there is a great option. Bind the Eyes of Horror next to them and activate the "Ghostly Vision" ability.

Calamitville Horror


Your task: Reveal the hidden corpses to mortals!
Your team: Barrier \ Boou \ Stomp \ Interference \ Vendel

We release Maxine
To Maxine became free, it is necessary that mortals find her bones, and someone would smear her cosmetics. Turn on the ability Maxine "Intrigue" and move on to the next ghosts - for Maxine don't worry, mortals will do everything themselves.

We release Arc Light
To do this, tie in the basement barrier and use the Concussion ability. Pebbles will fall out of the wall. Mortals will see this disgrace and call a master who will break the wall, and thereby free the ghost.

We release Statics
I advise you to release him last - as it is very simple. Tie down barrier to one of the pots on the roof and turn on the Shake ability. The bones will fall down the chimney. Now use the ability boo Kinesiz in the room with the fireplace, and the bones will fall out for all to see.

You will pass the mission if the police find two of the three corpses. The police will be called whenever mortals discover the bones.
It should be remembered that it is necessary to scare people here very carefully - so that they are able to find what is intended for them. You can not scare the police and the repairman, without their participation the level will not be completed.

Callers don't count


Your task: Deceive mortals and have them summon Shadowcaller with the ancient tome.
Your team: Barrier \ Boouu \ Aether \ Maxine \ Storm Witch

We release Whisper of the Wind
For this we bind Ether near the captive ghost and turn on its ability "Ringing Song".

We release rain dance
To do this, tie next to the toilet barrier and use the Concussion ability. A hornet's nest will fall from the roof of the toilet. Now wait for one of the students to come inside as needed and flush the water.

We release Lunar Scream
To do this, all you need to do is use her "Ghostly Vision" ability when someone is in the basement.

Your main task is to release Tenevika . To do this, you need three students to cast the spell. The book with the spell lies in the basement, the entrance to which is littered with foliage. Tie down barrier to the basement door and use his Shake ability. You can also use Storm Witch - her ability "Gust of Wind" to remove the foliage and the ability "Siren Song" so that students quickly find the door itself.
Until the students went down to the basement - let them in there boo and use his Kinesis ability to drop the book you are looking for on the floor. Otherwise, students will not find it in life.
When the professor comes and kicks out the students, you need to scare him so that he does not interfere with the students to perform the rite.
In principle, it is not difficult to scare a professor. Use barrier with the Swallow ability, and boo with "Hide and Seek" .. in short, in a crowd, whoever you can. The main thing is not to scare the students. In order to prevent them from entering the basement during the frightening process, tie Maxine in the room with the deer head, and turn on her ability "Intrigue" (previously give her an order not to use the ability Terrible cold .. just in case)
When the professor escapes, clear out all the ghosts and let the students summon Tenevika . (Bloodthirsty) Ha-ha-ha!

Knowing how famously you deal with stupid mortals, your ranks will swell.
Act 2 includes missions:

  • UNUSUAL SUSPECTS
  • DEAD
  • POLTERGEIST
  • COSMETICS AND BROOM
  • PHANTOM OPERATING ROOM
  • BLAIR WISP PROJECT

Unusual Suspects


Your task: Clear the Hell Street Police Station of all mortals!
Your team: Interference \ Barrier \ Stomp \ Moon Cry \ Boooo \ Rain Dance

We release Electrospasm
To do this, tie hindrance to the electrical panel in the room with electrospasm and use the ability "Total Madness".

We release banzai
Tie down barrier to the flower pot in the reception area of ​​the police station and use "Concussion".

We release blue death
To do this, you need police officer Norman Franz to go into the evidence room, take the money and see the ghost Blue Death . We act purposefully. To begin with, we scare the policeman Andrey Heid, who guards the room with evidence, so that he runs away. It is enough to apply to him a couple of times the "Current Throw" of the released Electrospasm . Then Norman himself will come for the money, and when he takes it, use the ability Blue Death "Obsession" to lure him into the autopsy room.

When all the ghosts are free - start the fun! You may notice that the cells in the precinct are filled with people. People from there can be freed by tying hindrance to the electrical panel next to the cell where the Alpha Tau students are sitting, and use the "Inrush Current". True, before that, you can scare them all to death. Before opening the doors, you can put neighbors to them - Topotup and any of the water elementals are great at scaring them. They can then be sent to the room with the professor. When the professor is scared enough, a very strange person will come to his rescue. Humble yourself, they will leave the site.

ghouls


Your task: Don Bartholomew believes that ghosts don't exist - prove him wrong! Make him believe!
Your team: Interference \ Rain Dance (trained with Hail) \ Stomper \ Boouu \ Lunar Scream \ Electrospasm

We release Jordan
To do this, tie rain dance to the aquarium in Don Bartholomew's bedroom and use the Hail ability. Then the urn to which it is tied Jordan will break, the ghost will get freedom, and you - a faithful assistant.

We release Mistress of the waves
Tie down hindrance to the large pump in the hold and turn on the ability "Total Madness" to break it. When someone goes down there, you, after tying it there rain dance , use her Flood ability. Now mortals will surely turn the pump back on...

We release Brass knuckles
Tie to a roulette wheel hindrance and when someone starts playing, turn on his "Evil Eye" ability - then the croupier will lose. When he loses all his stacks of chips, Brass knuckles will be free.

We release pianist
In order for this ghost to become free, it is necessary for the cook to come to the cabin with the piano and sing his song. In principle, the cook can himself, without your help, come there, but you can speed up this process if you take the team Shiver and turn on the Crazy Invitation ability in the room with the piano.

When all the ghosts are released - start scaring. Remember - that the mission will end as soon as Don Bartholomew leaves the ship. Therefore, in order to get more points, and, accordingly, Golden Plasma, scare him last.

Poltergeist


Your task: Release Spirit Cool
Your team: Electrospasm \ Buck \ Stomper \ Moonscream \ Horror \ Boooo

We release Cool
To do this, we simply scare all mortals. Without exception. When all mortals, except for the girl, leave the house, Steep will gain freedom.

Start scaring mortals. As soon as they feel uncomfortable, they will summon a medium who can exorcise your ghosts. Therefore, be vigilant and careful. Don't Use Abilities Cool until it is released, otherwise there is a high risk of losing it. But that's not all. When the medium flees in fear, the Ghostbuster will appear. Again - be vigilant, do not let him catch his wards!

Ghost Master is a fresh breeze in the "sim-like" strategy market. While envious of the success of The Sims series are releasing simulations of various restaurants and hotels, the developers from Sickpuppies (“Sick Puppies”) and Empire Interactive acted more wisely. They released an ordinary-looking clone of The Sims, in which you control not "peeing men", but a ghostly host, an army of the other world. Traditional looking sim-men are also in the game, but they serve only as an object for scaring.

Already for such a fresh look at the bored series, the developers have earned a medal. In a full 3D environment, among the typical looking sim folk, you put your ghosts on alert and give them orders. Graphically, the game is at a very decent level, although it does not suffer from extremely modern graphics. What can you do - it is also published on the Playstation 2, which is known for both graphical achievements like Vice City and visual failures like Red Faction 2. There is something to worry about, but all this excitement is in vain: "The Phantom Master" looks like a solid four and deserves solemn title of "pretty game". The sound design did not let us down either, which includes both a large number of creepy sounds and screams, as well as excellent invigorating "music of the dead".

Annoying factors include the restless "jumping" camera back and forth, but it's easy to endure if you want. Perhaps the only serious problem with the game is the controls. It is rather confusing, and there is no controlled pause that could allow you to calm down and give orders slowly.

And what's the matter here?

It turns out that the world of ghosts is more orderly than previously believed. Ghosts, spirits, poltergeists, banshees and other gloomy creatures work and submit to the so-called Scary Committee. He allocates for managerial needs special ghost managers, who are called here Ghost Master, or the Master of Ghosts. The owners receive great powers and a task that they must perform blood from the nose. Often these tasks are formulated very simply: to intimidate the inhabitants of a house or other premises to such an extent that they run away headlong. Then the house is empty, and the mission is considered completed. But the game would not have received its medal if everything was limited to just a simple "scare". No, there are much more complex and varied tasks. In one mission, you will need to force mortals to discover the remains of three murdered people, whose spirits are chained to the place of death and cannot find peace. In another task, you need to help three adventurers to fillet places summon a terrible nameless Evil from oblivion, and then prevent the worried professor from interrupting the demon summoning session. You will fight witches who, with the help of their otherworldly powers, will be able to paralyze and expel your subordinates, and then you will have a meeting with real ghost hunters.

At first, you will have about eight or nine ghosts in the list of personnel, from which you can choose several pieces for a mission, based on their specialization, training and specific unique abilities. But at the same time, you will have two ways to get at your disposal new, more diverse and powerful spirits. The first and easiest is the walkthrough: at the end of each episode, you will be given a small additional set of ghosts.

The second method is a little more complicated, but works better. At each level you will find a number of so-called "restless spirits". Some cannot move away from their corpses before they are found or avenged. Others will simply get into a difficult situation: for example, they will get stuck in a vacuum cleaner or toilet bowl. After listening to the sad story of each restless spirit, you can roughly figure out what they need and try to fulfill their wish. An important note: always listen carefully to what such a spirit tells you. They usually have two replicas in stock. One of them is spoken when you click on the spirit at the very beginning. It describes a problem that happened to the spirit. The other - when you click a second time - is a hint. Either they will tell you right away what they need, or they will give you a hint.

Despite the fact that at first the levels do not seem to be connected in any way, later you will find out that the game has its own plot. Carefully read the game texts, and you can find a lot of interesting and informative things there.

Each of the ghosts has its own ghostly "price" - the cost of activating it on the level, and the cost of activating its tricks. It is measured in units of ectoplasm, and that, in turn, is extracted from people's fears, increasing when people are scared, and decreasing when nothing terrible happens for a long time. The level of ectoplasm available to you at the moment is visible in a special indicator at the top of the screen. At the beginning of each episode, you have very little of it, so you can "put" only weak spirits on the battlefield and provide them with not very powerful scare tricks. When the amount of ectoplasm available to you begins to grow from people's fears, you will be able to afford already more powerful "heavy artillery" with extremely effective ways to scare. But remember - if you unsuccessfully scare people, if they are not afraid of your weak ghosts, then the amount of ectoplasm will slowly but surely decrease. When it drops to zero, you can no longer do anything and lose. If your scarecrows are "in action" and the ectoplasm is decreasing, then in order to avoid losing, you will have to remove the ghosts "from their posts" and use weak "scare" means again. This, of course, is an undesirable option, so it is better not to allow problems with the budget deficit of ectoplasm.

Division into levels and the "ghoul room"

For each level (or "scenario", as they call it here), you are given a specific task. The game is divided into several large episodes, each of which consists of several levels. There are sixteen levels in total. Once in an episode, you will usually be able to choose the order in which scenarios are played by selecting them on the map. Each of the previously completed levels can be downloaded.

But at any time on any map you can see the so-called "Ghoul Room", a castle that belongs to you, and only you. Here, in their places in green circles, all the ghosts available to you are placed, and the remaining empty circles mean those spirits that you have not yet received or missed on the levels.

The "Ghoul Room" is needed so that you can closely examine your army up close, learn about the advancement of their professional skills and teach you new tricks, spending a certain amount of "golden plasma" on this. There is nothing more interesting for you in your castle.

The training level of your ghosts shows how well and efficiently they work, whether they choose their targets correctly, how much they resist turning, what commands they know, and so on. But all the information is given in text form, and it is difficult to understand how "Turbulent" differs from, say, "Housebroken". To make things easier, here is a list of all levels of training of ghosts in ascending order - first the most dead, in the end - the most trained: Wild,Untrained,housebroken,Domesticated,Trained,mischievous,rampaging,Eminent,Turbulent,Fearsome,diabolical,Troublesome,anarchic,Distinguished,Raging,Daunting,Hellish,Vexatious,Chaotic,Glorious,Tempestuous,Formidable,Fiendish,Wicked,Berserk,Radiant,Furious,Awesome,Infernal.

To make a ghost level up, use it as often as possible and - this is not obvious at first glance - give it precise commands using the appropriate menu.

Golden Plasma and scoring principles

The points you get for completing the task are very important - they calculate the amount of gold plasma that you can count on, so you need to know what you can get a big profit from and what things to do are useless. The number of points for certain actions increases depending on your achievements, so here I will give only the initial data. When scoring, you count the following things:

& Each freed ghost gives you 10,000 points - freeing restless spirits is very profitable, so this issue is very actively covered in the walkthrough.

& Each of your exiled spirits deprives you of five thousand points - unpleasant.

& Scare one person - one point. It won't be enough.

& Shock a person - five points. Already not so little.

& Scare the hell out - ten points. A great option - it will bring you a pretty good income.

& Before fainting - a hundred points. Good numbers, but very rare.

& Paranoia - five hundred points. Rarely.

& Superparanoia - a thousand points. Even less frequently.

& Escape from the level - a thousand points. Arranging such things is not difficult, so you will get good dividends from the shoots.

& Madness. To drive a person crazy, you have to try. But if he is already almost a psycho in himself, then it is very simple to do this.

& For a super short mission time, you will receive a plus. But it is so hard.

Now the most important thing: the amount of golden plasma you received (which you will spend on teaching spirits new tricks) is equal to the number of points rounded down, divided by a thousand. For example, you have earned 67.7 million points. Divide by a thousand and round up - it turns out 67. In general, this is not enough, but the number of points you receive depends not only on skill, but also on the level you have reached in the game.

People and their habits

Once on the level, you will see a house or something similar (it can be a ship, a barracks, a police building, and so on). Inside and outside, people go about their business, communicate, dance, go to the toilet - and do not suspect that fear and horror, a pandemonium of ghosts and terrible events are about to begin. However, sometimes the little men do not just hang around the house, but act purposefully, pursuing their own goals, and if they coincide with yours, then they need help.

For almost every person on the level, you have a kind of ghostly "dossier" in which known information is written: usually this is data about what a person does in life, what he fears in life and what he aspires to. But this is rather a small hint for you, and more important human parameters are the level of his fear, madness and faith in otherworldly forces.

Fear shows how scared a person is. If the information strip contains almost no red area, then the person is almost not afraid of anything and feels confident. But this is not for long. In the process of scaring (successful and high-quality, I must say, scaring), fear will grow, and now - a person is already walking, looking around, every now and then crouches, screams nervously and is afraid of his own shadow. If the level of a person’s fear exceeds a certain level of his willpower (each one is different), then, unable to withstand the mysterious and terrible events that have befallen him, the person simply takes off and runs away into the dead of night, disappearing from the level altogether. Forever and ever. Sometimes you need it, and sometimes you don't, so you have to watch how scared the person is.

Madness - shows the degree of insanity of a person. The insanity indicator of a reasonably intelligent person is empty, but after some fearsome tricks specially tailored for insanity (whispering, footsteps behind your back, nightmares, for example), its level will increase. When he exceeds a certain norm of willpower, you yourself understand what will happen. The person will go crazy and start behaving like crazy, scaring their comrades and adding their own dose of horror to the level. Sometimes on a mission you will be able to meet people who are not quite normal without you - driving them crazy is quite simple, which I suggest you take advantage of.

The degree of belief in otherworldly forces, in turn, determines how much a person is inclined to explain all strange events with otherworldly causes. Bagpipes will howl terribly under the window - he will think that these are sewer pipes. The earth will shake - karst shifts or a passing truck. Dripping blood from the tap - rusty pipes will be a likely cause for him. Such skeptics are your headache, since it is almost impossible to get the protoplasm you so much need from them. In addition, skeptics tend to convince other people that something is wrong, and thus disrupt the smooth flow of events. Naturally, if a person, in turn, fully believes that there is evil spirit in the house, this only plays into your hands.

Species of ghosts

Not all spirits are the same. In fact, they are divided into several large groups. Ghosts are distinguished by species, and those, in turn, by the ectoplasmic cost of "introducing" the ghost into the business and the cost of its spells. Cheapest is easy perfume ("Sprite"). They include gremlins, who spread small, nasty creatures like spiders or fleas, and "wisp," petty nature spirits.

Then they go in ascending order:

Disturbance - "disturbances". This includes simple "casper" ghosts, nightmares, poltergeists and a couple of humanoid creatures.

Elemental - "elementals". Everything is simple here - these are the spirits of air, earth, fire and water.

Vapor - "chimeras". Strange visions and screaming banshees are part of these creatures.

Frightener - "scarecrows". Shadows and phantoms are already strong enough creatures that can already do something.

Horrors - "horrors". Really creepy creatures, they scare people to fainting, but they are very, very expensive, so they can only be put into operation when the initial "start-up capital" has been accumulated. This also includes a guest star - the headless horseman.

Meeting with ghost hunters is unpleasant, but inevitable.

Each of the ghosts has its own set of qualities that allow it to join only certain places on the map. Ordinary scarecrow ghosts or spiders can be placed in any room, and from there they will already choose their victims. In turn, banshees or air spirits can only be placed outdoors. All other ghosts have their own favorite habitats that fit their character. For example, the spirit of a murdered person can only be placed where there is a corpse. In fact, there are enough corpses in houses - it can even be a stuffed deer or alcohol preparations. Elementals, of course, are attached only to the corresponding elements: for example, a water spirit can be near a sink, bath, or just a puddle. The earth spirit usually likes to be outside, making earthquakes, but if desired, it can be placed next to a pot of flowers. Naturally, gremlins only like to mess around with electrical/electronic equipment, and refuse to be anywhere else.

In general, places are of the following types: electrical, mechanical, mirrors, air, earth, fire, water, corpse, emotional, violent, murder sites. Another ghost (as already mentioned, for example, about banshees) can simply act outside the house or inside, in a room. The poltergeist joins the child, in this he is unique and different from others. Not at the level of children - you will not be able to take a poltergeist on a mission.

Naturally, the ghosts that are at the "combat post" are not visible to people. At the same time, they have a greenish tint and are translucent. But when using special spells, they can appear mortal to the eye - while for you the ghost takes on colors and becomes opaque.

Basic principles of scare

If you put your spirits on the "battlefield", set them to action, but there is no result in the form of rushing people and a growing level of protoplasm, then you have neglected the basic principles of frightening. They are pretty simple.

First, it is necessary to use spirits on all available protoplasm. You don't need the surplus anyway, the protoplasm must work all the time. If you have a surplus, immediately use it - expose a new ghost, give tasks for more "expensive" tricks.

It is advisable to place spirits not in remote rooms, but in central ones. People pass through them more often, which means that the chance of successfully scaring them is greater. After a few levels, with a trained eye, you will immediately begin to distinguish "fishy" places from "non-high" ones.

Sometimes it makes sense to read people's biographies and find out what they are most afraid of, and then apply scare tricks more effectively. Pay attention to thought clouds with pictograms that appear above people. They usually reflect their desires, intentions and fears.

Ghosts should support each other, especially where people walk in packs and do not believe in the other world. It makes sense to keep two or three spirits in one room - the effect becomes much greater.

Feel free to use the spirits of the air ("Bagpipe" works great!) and lousy loyal dead dog Buck - great results for a small cost.

In releasing restless spirits, the very first and most useful spells are: tricks to attract attention, earthquakes, electric tricks. With the help of these simple means, you can free up to half of all ghosts languishing in captivity. Some of the restless are released when a certain person escapes from the level.

Giving the ghost more precise commands (to scare a certain person, use a certain spell, not to use something, scare only at certain times and at the right events) is not necessary, but with their help you can increase the level of "competence" of the ghost.

Control

Management is a headache for Ghost Master. Using the Page Up and Page Down keys, you can navigate through the levels, floors of the house. In standard ways, you rotate the camera, zoom in or out on the scene, you can look at the room from the side or from above. This is half the trouble. Worst of all is working with ghosts and people.

All the ghosts available to you on the level are collected in a pile on the left side of the screen. To put a ghost to do the job... Watch your hands: click on the ghost icon to select a menu, then select the corresponding menu item from the menu, find a place on the screen where you can "install" the ghost, then click on it. That's not all. Now you need to select the ghost again, open the menu, select the tricks item and select the trick of the desired level. After that, the spirit will begin to act. If you want him to give out not all the tricks he owns, but only one - you need to select the ghost again, open the menu, select the fine-tuning item, select the "use only one command" item there - and click on it.

The most unpleasant thing is that in the game it is impossible to pause, and then, slowly, give orders. Everything happens in hard real time, which, together with inconvenient controls, greatly spoils the impression of the game. However, if you get used to this control, and also replace some commands with hot keys, then it can be tolerated.

Humor, ghosts and cinema

The game itself is very frivolous in the best sense of the word - to understand this, just watch the introductory video with a gremlin chewing on the phone.

And what are the same names of characters - people and ghosts. Already on one of the first levels, you will have to save the ghost girl Maxine Factor, the former queen of cosmetics, who "was very happy after her death to find out that wrinkles do not appear on ectoplasm." In almost every level you will find some funny jokes, untranslatable puns, idioms and just hints, and one of your ghosts is the spirit of youth comedies and horror films at all: he constantly throws bad jokes, and his tricks are appropriate.

The levels deserve a special mention. Very many of them, even in the titles, contain references to real-life films - moreover, not necessarily about the other world. For example, it is immediately clear that the level called "The Blair Wisp Project" ("The Spirit of Blair") parodies the famous "documentary" horror film, and the picture leaves no doubt. Some titles, like "The Phantom of the Operator's Room", make you wonder if "The Phantom of the Opera" was meant here. Of course, the "Ghostbreakers" level is dedicated to the Ghostbusters (they actually are), and in the "Spooky Hollow" ("Ugly Hollow") level, a headless horseman appears, which clearly points to the film "Sleepy Hollow".

But it's not just films about the otherworld that are targeted by Sick Puppies parodists (and sick ones!). Stanley Kubrick also got it - the level where you have to scare the soldiers is called simply "Full Mortal Jacket", which can be translated into Russian approximately as "The whole human shell". The developers took a ride on One Flew Over the Cuckoo's Nest.

And, of course, let's not forget about the easy and fun level about the gangsters of the middle of the last century - "Deadfellas" ("Dead Guys"). Doesn't it remind you of anything?

& When you find yourself in a new, unfamiliar area, do not hesitate to listen to the introduction. Even the most careful ghost commanders shouldn't turn down good advice. Hear the wisdom of the dead!

& No ghost can use more than one of its powers at the same time, but some of them last quite a long time, so this is not much of a problem.

& Time means nothing to the dead. At any time, you can return to a mission you have already completed and practice scare strategies and tactics, free unreleased previously restless spirits, or simply mock mortals again and again.

& Restless spirits can be the key to successfully completing a mission. They can use their powers even before you calm them down, however, they will not be able to move, acting only in one place.

& Although the spirit world is strong, mortals can defend themselves. Some of them have enough fortitude to exorcise ghosts. This means that the exiled ghost becomes unavailable to you until the end of the level, and in the final score you lose precious points earned by your own ghostly sweat.

& Some of the mortals have their own fears to play with. A player who wants to know the heights of ghostly management must uncover and exploit them. This leads to more careful use of ectoplasm and effective scaring.

& Despite the fact that we ghosts are considered pretty dead by mortal materialists, the Dire Committee may allow you to teach your ghosts new skills. It depends on your performance and the units of gold plasma you have earned. Want more golden plasma? Pass the level again, it is not forbidden.

& Mortals have their own means of protection. If you encounter mortals with protection during a mission, it is usually necessary to neutralize it before continuing with a successful scare. Remember - a good Phantom Manager is fed by legs... or whatever he has instead of legs.

& Usually the Ghost Masters are confident in the mental abilities of their scarecrow team, and do not interfere in their work at the micromanagement level. But sometimes you should not forget that you can increase the impact and make it more effective by giving the ghost specific commands and clarifications on the scare strategy.

& Some ghosts that don't obey the Scary Committee try to scare even the dead. This, of course, is a complete disgrace! Imagine how much good it would be to you if their treacherous souls could be turned against mortals and not your charges.

& While individual mortals use the power of the spirit to protect their less fortunate acquaintances against the ghostly worlds, others rely on technology to harm the dead. The power of such units cannot be underestimated.

& Winning the mission of the game is quite an honor, but an even greater honor is to free and take on the service of restless spirits. Let's not leave our ghosts!

& Part of it might be quite tempting to delve into the beauty of all those screams and screams running in terror of mortals, but don't forget the mission objectives as well! Often in a mission, not everything can come in handy, which lies badly, hangs, shows itself in the eyes, howls and can scare people.

& Individual mortals who do not want to believe in the existence of otherworldly forces can try to convince their brothers in mind that the actions of ghosts can be explained by more convenient reasons. Such skeptics should, with your help, understand how wrong they were.

& Cadres decide everything. A well-chosen team of scarers can do half the job on their own, but the other half is up to you - only you have to find the right solution to the task that has been set before you. If it seems impossible, try to free the ghosts that remained at the previous level, and let their unique abilities help you.

Tricks for your subordinates

They are divided into several large subgroups. But this does not mean that one ghost has only one type of spell, no, quite the opposite - all ghosts are universal. True, each of them can only learn a limited number of tricks, so you will have to choose sooner or later between two or even three available tricks. Tricks are listed in ascending order of cost, that is, at the beginning of each group - the cheapest and most affordable, at the end - the most expensive and elite.

Electrical

Turning off the light in the room. Just for a while the light in the room turns off.

The spark. From the application of this trick, sparks begin to pour from the equipment where the gremlin sits.

Fuse blowout. The fuse ("cork") that is closest to the gremlin's location flies out.

Strange behavior. The technique begins to behave incomprehensibly and does not work. The player's speakers spin around on their axis, and the TV starts showing not ordinary TV shows, but strange noise and a black-and-white picture with a well.

Darkness. Knocks out almost all traffic jams in the building.

A hurricane of sparks. Sparks fly from all electrical appliances nearby. A beautiful sight, and the action is amazing.

Wild and crazy. All technical devices near the gremlin begin to fail (and not just one, as in "Strange Behavior").

Electroforce. The huge voltage in the networks causes a breakdown of equipment, shocks people and cuts down traffic jams in the building.

Water

A leak. Suddenly, a leak occurs in the water supply system. Have you never had this?

Blood. Water turns into blood. In appearance, this is easy to confuse with rusty pipes, although the blood is more red, vomit, spitting, sticky.

Leaking blood. Now the water has not just become blood, it also flows out. Looks very impressive and terrible.

Flood. For a while there comes a real small house flood. Has this never happened to you?

Blood bath. The same flood, only with blood. Nightmare!

earthen

Trembling. In fact, this is a small earthquake. The ground shakes a little and quickly calms down. Easily mistaken for concussion from a passing heavy truck.

slowdown. People cannot quickly leave or run away from a place, they move very slowly and, presumably, they do not feel too comfortable with this.

Trap. All the muscles of a person are paralyzed for a while, and he cannot move.

Earthquake. This time it is no longer a harmless trembling, but a real earthquake, seriously frightening a person.

Swallowed by the earth. The earth moves apart, and the person falls chest-deep into the ground. Then, however, the earth lets him go.

Buried alive A man falls into the ground and is buried alive. Not bad, right? After that, his health will obviously not be the same. mental health.

The walking Dead. The ghost begins to wander after the unfortunate mortal who dared to come close to him. "Can I go with you past the cemetery? I'm afraid of the dead" - "Why be afraid of us ..."

haunting

Short scare. The ghost appears before the eyes of the mortal and flies towards him as if he is going to chase him. Oh what was that?

Hide and Seek. Several times the ghost appears before the mortal's eyes, appearing and disappearing again. That's right, hide and seek.

The pursuit. Now the jokes were over - the ghost began to pursue the mortal in earnest. True, but not for long.

Deadly pursuit. The ghost pursues its prey with grim importunity.

With transformations

Gift of eternity. Creates an illusory gift that is very attractive and acts as a setting for one ghost.

Deformation. Allows the ghost to copy different forms, transforming into a creature that acts and looks like the mortal it copied.

Unconscious look. A ghost transformed into an alien form for a while shows its true essence.

Trojan Gift. Creates a gift that acts as a cast point for four ghosts.

A nasty look. The ghost transforms into its true form.

Attractive

Intrigue. Nearby mortals suddenly become interested in the place where the ghost is located.

Enthusiasm. Interest grows and becomes almost irresistible. Works over a longer distance.

Delusion. All mortals on the level begin to experience a real obsession about the place where the ghost is. On closer mortals, glamor works better.

Acting in a dream

Unconscious fear. Reveals the subconscious fears of a sleeping mortal so that they become known to you. Look closely at the clouds.

Dream theft. Here you will learn all the details of the fears of a sleeping mortal, now you become aware of all conscious or unconscious fears.

Dream. The person just falls asleep and falls. Applies to those who are awake.

Sleepwalking. A mortal gets out of bed in his sleep and begins to wander around the rooms, frightening those around him. It's also useful as a way to move "dream book" ghosts around the level.

Sleep Demon. Creates terrible nightmares in a person’s dream, in which everything that a mortal fears more than anything in the world is shown.

emotional

Embarrassment. Slightly confuses the mortal and slightly unbalances him.

Frayed nerves. A whole group of mortals is frightened.

Aura check. Reveals a mortal's hidden fears.

Aura reading. Reveals the hidden fears of an entire group of mortals.

Heavenly calm. Creates the illusion of peace and tranquility, preventing both the escape of frightened people and their calming down. There is a kind of marinating going on.

Demonstration of fear. Shows all the fears of every mortal in the level, including their unconscious fears.

scary

Phobia. Makes a person suffer from a new, acquired fear.

Scare to death. From horror, a person faints.

Crazy

Rage. The mortal becomes angry.

Furious hurricane. All nearby mortals become very angry.

Delusion. Affects the mind of a mortal and may cause them to become interested in the place where the ghost is located.

Mania. Directs a mortal on a direct path to madness, may cause increased interest in the location of the ghost.

Psychotic rage. The person completely loses his mind for a while and becomes very angry.

Telekinesis

Traffic. The ghost uses its telekinetic abilities to throw objects.

Scary hill. All objects present in the room line up on top of each other in the form of a slide.

Spinning. Popular game among the ghosts, it is called "spin the mortal".

Telekinetic hurricane. Everything that is not nailed down flies all over the room.

And here is what we will see when we put a nightmare on a sleeping man.

Manifestations

Strange vision. In this case, the ghost is shown to the eyes and quickly disappears.

hypnotic vision. The ghost manifests itself as in a dream.

A terrible surprise. The ghost manifests itself in a shocking and unexpected manner.

ghostly manifestation. The ghost shows an eerie ghostly image of one of the people present.

The embodiment of horror. Shows the ghost in its full "beauty", and even performs a signature trick - a very terrible sight.

Mirrors

No reflection. For some reason, a mortal cannot find his reflection in the mirror. Pretty uncomfortable feeling.

Reflection distortion. The human reflection in the mirror is distorted, and the mortal becomes very nervous, remembering films about the damned video cassettes.

It's in the mirror. In the mirror, for a while, an eerie vile sight becomes discernible.

Creepy reflection. Turns all reflections of mortals into skeletons. In fact, a free x-ray, but how can you explain to them!

Clone. Allows the appropriate thief ghost to copy a mortal's reflection, creating a ghost that looks and acts like the copied human.

Noises

Moan. A distant groan is heard, it is not clear where and it is not clear by whom it is published.

Steps. The victim feels like someone is following her. Great way to get paranoid.

The sound of chains. Oh, that old-fashioned ringing of chains. In the modern world, this is no longer as fashionable as in the Middle Ages, but stability is the ghost of class.

Distant thunder. In the distance suddenly there is a quiet thunder, as if a thunderstorm is approaching.

Laugh. Suddenly, a terrible, crazy laugh is heard.

Howl. What is this bark? It's the Hound of the Baskervilles barking. - What is this howl? — That's the howling of the Basqueville cat. “God, what is this eerie silence? — This is a fish of the Baskervilles... The developers did not think of a fish, but there is already a terrible choking howl.

Bagpipe sound. The terrible sound of bagpipes is heard in the street. A very strong and high-quality way to scare people.

Squeal. There is a heartbreaking scream. But not just some kind of screech, but a screech made using the voice of one of the nearby mortals.

Thunder strike. A sudden, violent thunderclap is heard, causing people to jump in place.

Howl. A terrible scream is heard, causing mentally immature mortals to almost go crazy.

Whisper. A quiet and therefore eerie whisper haunts mortals, driving them insane (especially if they tend to be afraid of sound manifestations).

Song of the Sirens. A very attractive song draws everyone nearby to the source of the sound. Now they are ready for new tricks. Boo!

Unbearable noise. Very unpleasant high, on the verge of hearing, the sound is distributed around with such force that it can break glassware.

Cacophony. There is a deafening, terrifying series of wild sounds.

THIRD PAGE

Smell

Indefinite smell. A strange, disturbing scent hangs in the air.

Stink. The ghost emits a very distinct and unpleasant odor (remember Casper's cronies?)

Suspicious rotten stench. A very strange, disturbing and suspicious smell is in the air.

Sickening smell. This aroma makes mortals toil with their stomachs and run to the toilet to feed Ichthyander.

Intolerable cough. Creates a dirty cloud of unpleasant air.

Nausea. Creates a smell so terrible that few people can stand it.

Sabotage

Foolish distraction. The mortal suddenly starts looking for things that aren't really there, and that makes him feel a little stupid.

For two hares. A whole group of mortals begins to look for non-existent objects and do stupid things.

Evil eye. For a while, luck turns away from a person.

The charm. Makes a mortal lucky. This in itself is not terrible, of course, but it helps to raise a person's faith in psychic phenomena to a certain height.

Good luck zigzag. Strange inexplicable luck suddenly visits every mortal.

Nature

The power of flowers. Soothes mortals with beautiful ghostly flowers.

Run away. Strange green plants sprout from the floor or the ground and reach menacingly for mortals.

Twisted vines. Formidable and incomprehensible vines begin to curl along the walls.

plant prison. For a while, it catches and locks a person inside the foliage.

Grass wall. Locks mortals in a room for a while, placing them in a green cage.

Portals

Hidden labyrinth. Some doors in the house lead directly to the location of the ghost.

No exit. Locks the mortal in a room for a while so that he cannot leave.

Labyrinth. Creates an incomprehensible four-dimensional geometry in the house, so that each door leads not to where the mortal was going to go, but to a random place.

obsession

Dominance. Allows the ghost to move into the human body for a short time and control it.

Possession. Allows a ghost to possess a mortal's body. This is creepy in itself, and besides, the human body can be used to move around the house.

Crazy dance. The mortal loses control of himself and, under the guidance of the ghost, begins to perform an eerie, insane dance, similar to the dance of a puppet puppet.

flock

Scattered flock. Creates a small and not very scary flock of creatures. It can be spiders, if we are talking about the corresponding spirit. If the ghost of Faithful Buck Buck is doing the trick, it's fleas. As you know, even after his death, the fleas did not want to part with him, a very cute dog.

Large flock. Creates a slightly larger swarm of creatures.

Pack strike. Some creatures from the flock begin to attack people.

Legion. The name speaks for itself - this is a very large flock of small nasty creatures.

Cold

Unexpected cold. The room suddenly gets colder, and clouds of steam come out of people's mouths. Probably, many watched "The Sixth Sense" and understand what is at stake.

Ice breath. Suddenly there is an inexplicable cold.

Ice touch. Freezes a mortal into an ice cube. It must have been an uncomfortable feeling.

Frosty chill. All mortals present in the vicinity are frozen into ice cubes. More fun together!

Frost pinches the nose. Arctic cold is setting in throughout the neighborhood. It's like in the movie "The Thing".

Heat

Sweat."Something's getting warmer, don't you think? Let me unbutton my collar."

Toasting. The heat becomes quite incomprehensible and disturbing. I need to check the air conditioner again.

Bonfire. A ghostly fire ignites throughout the room.

Burning man. The fire engulfs a nearby person. It's not fatal, but it's scary so be healthy.

Inferno. It's getting hot in the room.

Large fireballs. All nearby people light up. The effect is just great. "Postal 2" quietly smokes on the sidelines "Belomor".

Bad weather

Winds from all sides. Slightly raises the wind in the area. You have heard more than once or twice in your life how, after silence, a light breeze is suddenly understood. Or were they ghosts?

Wind gusts. The wind picks up quite strongly, and for a long time does not allow him to calm down.

Storm. The wind picks up very strongly, which does not subside for a long time.

Typhoon. If the previous tricks did not work in any way on skeptical people, then this one will definitely work. A real typhoon rises throughout the district and, as usual, ruffles the house and the nerves of the inhabitants for a long time.

Walkthrough

If you're not afraid, then it's not scary at all.

If you're not scared, you're not scared at all.

M / f "The sweetest melon"

1. Haunting 101

Walkthrough:

Actually, the passage of the very first level will be painted for you on the shelves in the game itself, because this mission is educational. You will be led through the mission like steps, and it is very easy to scare the shit out of female students. Nobody will disturb you. Have fun.

Rescue of the Restless Spirits:

weatherwitch. Sad story: a banshee witch was sucked into a vacuum cleaner. You cannot interact directly with the vacuum cleaner, sorry. But on the shelf a little higher is a small tape recorder. Put a gremlin in there and order him to perform the "I'll break everyone!" trick. a.k.a. "Wild&Crazy". The vacuum cleaner will free the witch and she will join your army.

2. Weird Seance

Walkthrough:

Here, too, there are no particular difficulties with the passage. Frighten students, rescue stranded spirits as described below. Pay attention to would-be mediums in the basement. Try new spells, find out the effectiveness of each of them. Find out which things in the house correspond to which ghosts.

Rescue of the Restless Spirits:

Lucky. A ghostly kitten named Lucky sits on a pinball machine until it electrocutes him. And he doesn't shock him because no one wins. Our gallant kitten, of course, feels good, warm and comfortable on the machine, but for the sake of glasses he should be released. This is easy to do if you understand one thing: the kitten will get off the machine when someone wins pinball. Do you happen to have a ghost with the power to bring good luck, such as one with the spell "Charm mortal"? If not, don't worry - Lucky has this spell. Let him activate the spell, and at the same time you can learn to order the kitten to use only one spell from the arsenal. Sooner or later, especially if there are no more creepy spirits in the room, a student will come up to the machine and start playing. If a shamrock lights up above his head, then the spell is working, and the chances of winning are high. Having won, the student will release the kitten.

Terroreyes."But in Ryazan we have brains with eyes: eat them, they look." By the window, brains float in a jar of formalin, and their spirit hangs nearby. He is chained to a jar and cannot free himself. What a pity! It would seem that a simple jar, but holds the spirit. She's so fragile. Guessed how to do it? You can try to arrange an earthquake outside the window with the help of an earth spirit. You can hang an air spirit behind the same window and make it scream "Shattering Song" - a jar will not stand such a test, and you will get a very good spirit at your disposal.

Wendel. In the room upstairs hangs a silly youth spirit. Perhaps during his lifetime he starred in the program "Eccentrics". Making him free is very simple - scare the hell out of a guy named Ted Gable. I'll give you a hint: this guy is afraid of fire.

3. The Calamityville Horror

Walkthrough:

The first task with a clearly defined mission. Here you need not to scare everyone to complete panic and flight, but to help people find three corpses in the house. Previously, a crazy old woman lived here, giving guests strychnine to drink so that they would stay at her house longer. Those remained. Granny is dead, but the bodies must be found.

On the second floor, in a boarded-up room, lies the corpse of Maxine Factor - she sold cosmetics during her lifetime. Arclight the welder languishes behind a wall of bricks in the basement, and the bones of the unfortunate Static are stuck in the pipe.

First, remember: the more terrified people get out of the house, the less your chances of success. But, at the same time, it is impossible not to frighten people at all, otherwise you will lose protoplasm. As it turned out experimentally, The best way scaring people while leaving the process under your control is using the spirit of the air and the spirit of the earth. The spirit of the air makes a terrible noise, in particular, he is very good at bagpipes and "Shattering Song". The spirit of the earth creates cute earthquakes. Let both spirits stand side by side on the street - they will continuously supply you with ectoplasm.

The easiest way is to free Maxine Factor - just turn on the tempting trick "Intrigue" from her, and, sooner or later, the interested person will break the door and find the corpse. Then you have to be very careful: the police will come, and with their appearance the level of ectoplasm will drop significantly - beware of its shortage.

With a Static hanging in a pipe, it's more difficult. At first, it was thought that it was necessary to lure people to the roof, but then an easier way was found - you need to put an earth spirit in one of the flower pots next to the pipe and make an earthquake. The bones will not withstand the shaking and will fall down the pipe. Then you need to take any ghost with telekinesis or any other driving force and attach it to the room with the piano. The bones will fall out of the fireplace and are easily found. There is another way - make the room cold, and mortals will try to kindle a fireplace, with all the ensuing (in the sense, falling out) consequences.

Do the same with the welder. Arrange an earthquake nearby - one brick will fall out of the masonry. Then put the already freed Maxine Factor next to her - let her lure people into the basement to the wall with a hole. After looking into the hole, the interested person will throw two more bricks out of the masonry, find the corpse, and you can give the welder the command "Possess the body" ("Possess"). Mission completed.

Rescue of the Restless Spirits:

Maxine Factor. She sold cosmetics during her lifetime, and after her death she was very pleased to learn that pimples and wrinkles do not appear on ectoplasm. Now she wants to try her cosmetics on a living woman. If a woman enters the locked room first when luring people, Maxine will be released. If the body is found by a man, then - alas. Will have to release Factor next time.

Arc light. Everything is described above. An earthquake knocks out a brick, Maxine lures a man to the wall, and you give the command "Possess body".

Static. Described above.

four . Summoners not Included

Walkthrough:

A dark house in the middle of the forest. A terrible curse sleeping in the basement. And three stupid students who want to communicate with dark otherworldly forces. You need to help them without scaring them.

There is only one global problem here: to help students find a basement. It is locked and covered with leaves so that it cannot be seen. You can remove the leaves with a simple earthquake. The key is also very easy to find.

The book in the basement lies on the very top, on the boxes, it is not easy to find it. To remove the book from there, use the telekinesis ghosts.

The professor who came to the noise must be frightened with all possible forces and all available ghosts so that he escapes as quickly as possible. The restless spirits that you will release will help you with this.

Rescue of the Restless Spirits:

Moonscream. Another banshee is the professor's dead wife. During her life, she obviously screamed a lot. You will find it when the students discover the basement. She wants to show the truth to people, and you will help her in this - let her make a "Terrible Surprise" towards someone. Let it be a professor, not students - we don't want them to get scared and run away.

Whisperwind. The spirit of the wind got into the Indian talisman - "Dreamcatcher". Now he cannot free himself, but only complains about his fate. To free him, you need to get rid of the talisman. This is easy to do - use, for example, the "Shattering Song" of any air spirit.

Raindancer. The water spirit is locked in the toilet and asks to be flushed. But no one uses the toilet - the bee hive interferes. The hive can be knocked down by an earthquake. Voila! The toilet is free again, and soon the spirit will be washed away by another wishing to do their dirty deeds there.

5. Deadfellas

Walkthrough:

Nothing complicated. Just scare people with all your might, gradually increasing the power. Your target is a mafioso who doesn't believe in ghosts. With us - believe. Through experimentation, I found that the most useful spirits at this level are the dog Buck and the Casper-like ghost Boo. Track the places where people accumulate, and, accordingly, throw both of them into the embrasure. The most fishy places are the corridor between the cabins on the lower deck, the corridor on the upper deck (where the stairs are, like on the Titanic), dry cleaning and the kitchen. When there is more free plasma, connect stationary ghosts as well. The banshee works well outside. If anyone falls asleep, put the "Sandman" nearby and make a sleepwalker out of a person.

Within a short time, the first victims of your self-expression will begin to jump overboard. Sooner or later the mafia will do the same.

Rescue of the Restless Spirits:

fingers. Unfortunate musician, soulful eyes, flying hairstyle. He got killed for playing the wrong tune. Now he cannot get rid of the piano until he remembers that very music. Unfortunately, we can't whistle it to him... but someone else can. Some time after the start of the level, you will start noticing that someone on the ship is addicted to artistic whistling. He is what we need. This is the chef. Sooner or later, under the influence of general panic, he himself can go into the cabin with the piano and whistle - then the musician will be released. In principle, it would be necessary to lure him to the musician (use the ghost with "Insane Invitation"), but this is very difficult to do. I'll have to hope for a chance - for example, he came in and whistled at me. Lucky.

Knuckles. Bandit, he constantly spent money in the boss's casino, until he found out that the croupier was a crook. Unfortunately, the croupier managed to get the gun first, and now the bandit in the form of a ghost is chained to the roulette wheel. The croupier continues to play calmly. Let him lose at least once, well, let him! How would you do it? Scared half to death? No. Infect with ghost fleas from Buck? No. Come on, come on! Guessed? Of course! Find a ghost with an "unlucky" trick ("Jinx"). This is not enough - the croupier cannot lose to himself. Wait until he starts playing with someone, then use "Luckstorm" and then immediately "Jinx". That's all I wanted to say about this.

FlashGordon. In the mafioso's bedroom, the spirit of a failed paparazzi is chained to a box of ashes. The box must be destroyed. It is difficult to break it, but you can use the power of "Hailstorm" of the spirit described below, or connect the earth spirit, air spirit, water spirit to the cause. Do anything, but the box must be destroyed.

wavemaster. This merman is located by the ship's engine on the lowest deck in the back. He is chained to a puddle of water that has flowed into the ship. The puddle must be removed, then the water one will be free. Well, a problem. Do we have, by chance, the ghost of a doormat? No Unfortunately. Okay, here's the solution for you: use the electric spirit on the switchboard - someone will come down to check what happened. Immediately use the Raindancer to flood or rain. Mortals will be imbued with the sight of flowing water, turn on the pump and pump out the water. And this is what we need.

6. The Unusual Suspects

Walkthrough:

Glucoman! Complete glucoman! It was from this level that glitches began in my game, often very unpleasant. Be ready for them!

Glitch number one: you passed the level, scared all the people, and there is no one on the level. And the level never ends. It doesn't work, you have to restart the game.

Glitch number two: the person in the game freezes - he froze in a strange position and only trembles quietly. He can be intimidated until the scale of fear is completely filled, and he will not even budge. This glitch is treated, although very hard. If a person is stuck, then use ALL of your available spirits on him. Well, if he hung in the house. It's bad if it hangs on the street, where almost none of your ghosts can be hung. It is very difficult to treat, but it is possible: if you fill all three scales to the limit - fear, madness and faith - the person will simply disappear. If you have a lot of perfumes on hand, it won't take long. But once I had to bring a hanging person to the handle with the help of Buck the dog alone - this process took about an hour of real time.

If you do not take into account possible glitches, the level is very easy to finish. Start scaring people and keep going until everyone runs away. It's a good idea to put a Welder on a Skeleton in the Autopsy Room. Other key locations: a room on the first floor with many computers, a reception area, streets. Prisoners can be released if an electric spirit is connected to the nearest switchboard - then the cell doors will open. It is easy to drive the professor crazy - for this, do not open his cell, and get him with your spirits.

Now let's move on to our restless comrades.

Rescue of the Restless Spirits:

Electrospasm. The spirit of the last criminal sentenced to death. It is released in an elementary way: put the electric spirit on the nearest distributor, make a big "Pika-pika-chu!", and you're done.

Blue Murder. It will be more difficult to complete the "Murder in Blue" quest. A policewoman was killed by criminals when she came to arrest them. She was framed by one of her colleagues, this is completely understandable. It is necessary to find out who it is and lure the traitor into the room with the corpse so that the spirit of the policeman can deal with the offender himself. There are a lot of policemen in the building. Which one is the traitor? He will show himself, you just need to create conditions for this. I will say in advance that our sought-for bad boy is detective Norman Franz. He would love to go into the room with evidence of crimes (in the basement, through the wall from the cells) and appropriated a few fake dollars ... but he is prevented by another policeman who sits in a small corridor in front of the room at the computer. All you have to do is scare the cop at the computer as hard as you can to make him run away. The traitor will see that there is no one in the corridor, go to the evidence room and pocket a couple of dollars. Exactly! It's him! Take the brain, plant it near the urn next to the dead policewoman and make it lure people into the room. Sooner or later there will be a traitor in the room. Either the spirit itself will start to scare him, or you need to do it yourself through the command menu. Try it this way and that. The spirit will be released and will join you.

Banzai. This is a secret spirit. Actually, it should first appear in the Ghostbusters mission, but it can also be obtained here. Look at the hall where visitors are sitting: there is a crooked tree - bonsai. Try to attach the spirit of the earth to it, and you will have at your disposal a Banzai, a Japanese spirit of the earth and bonsai trees.

7 Facepacks & Broomsticks

Walkthrough:

So you ended up in the same hostel, from where the girls-students were kicked out in the very first mission. But not everything is so simple - they returned and brought with them three witches, novice witch students, young and inexperienced, but at the same time extremely dangerous. Everything that does not concern relationships with witches is done here in exactly the same way as in previous missions.

Now the witches. They have paranormal powers and can exorcise your spirits. If you see a witch closing her eyes and moving her hand through the air, beware: she is groping for the location of your spirit in the astral world. If your ghost is nearby, and nothing happened to the witch (for example, she was not afraid of some kind of bear), then the exhumation process may begin (or whatever they call it ... extraction? extradition?).

First stage: a silent alarm sounds, and a yellow exclamation mark appears on the image of your ghost in the menu. Here the process is still completely reversible, and you can save the spirit by pulling it out of reality in time. If you immediately throw the spirit into reality again, it will continue its gloomy work, as if nothing had happened.

Second phase: there is a red exclamation mark on your ghost image. This is already very bad, since the spirit has fallen into an astral trap, you can no longer save it just like that, and it no longer responds to buttons. You can help the spirit only if your other spirits attack the witch so much that she loses control over the process.

Finally, if you are still unable to do anything, a cross will appear on the spirit (as on exiled mortals), and it will be inaccessible until the end of the level. It’s unpleasant, besides, for this you are deducted points at the end of the level. But no one is immune from this.

When you scare and kick out all the girls and witches, the level will be completed.

Rescue of the Restless Spirits:

firetail. The fire salamander is in the basement, on the protective witch circle where they stood at the beginning of the level. The fire in the pot had not yet gone out, and the salamander remained a prisoner of the fire. To save it, you need to supplement the circle with other elements (which is difficult) or simply put out the fire with a water spirit (which is elementary).

Hogwash. The poor hamster died too soon - he crawled over a person, and he was slightly twitched by static electricity. The hamster's heart gave out, and now we're dealing with a creepy ghostly hamster that sits in a pumpkin (on the back porch). The hamster needs electricity so that he can move into the desired unit, and we will provide him. But there is no electricity on the veranda - none! Well, then we'll make sure it's there.

Among the guys there is one with a player. Lure him to the veranda to help the hamster. If you have a ghost handing out ghostly gifts, use it to give the hamster a place to move in - have the girl pick up the gift and then drop it on the veranda out of fright. You can also shock a mortal with an electric current (there are many places not far from the veranda where you can actually plant a gremlin or another spirit corresponding to your liking). Sparking will also help the hamster, I think so.

weatherwitch. If you did not save her in the first level (which I personally doubt), then do all the above procedures now - you will get a witch.

Tricia. She was one of those girls in short skirts that jump around swinging ottomans in stadiums. (By the way, they are the ones you scare on this and on the first levels.) Girls at the stadiums not only wave pouffes, but also perform acrobats, lining up various figures on the stage, including living pyramids. It was from one such pyramid that our Tricia came up. R.I.P. Now she lives in a mirror, and her hobby is to copy the appearance of people. Nothing really works for her. If it does not work out, you need to start with an easy one. She talks a lot about her hair - probably, with the right hairstyle it will be easier for her to get used to the image. In view of all of the above, you need to find a girl with the same hairstyle as Tricia's and lure her into the bathroom. Find the Blair Welchel girl, for her hair is perfect for our dirty work. To do this, you can take the lower bathroom with a rain spirit - all the girls will simply be forced to use the upper room.

8 Poultry Geist

Walkthrough:

We ended up in the house again, where a few levels ago they were trying to get people to find three corpses. It turns out that the crazy old lady who gave the guests strychnine to drink is not the worst secret of the house. The worst thing is that the house was built on a cemetery of dead chickens. Now Hardboiled, a poltergeist chicken chained to a girl, needs to be freed. At the same time, it is necessary to clear the house again from the living.

Here you need to have a couple of free room ghosts with you. Start, as usual, to scare people. Sooner or later, a female medium may appear (although it may not appear if a spider ghost is hung over the phone). She is very dangerous. Do not let her rest for a minute, frighten her with all the perfumes available. Let the floor burn under her feet and the ghosts follow her from room to room. If she suddenly finds your ghost, immediately take it out, and then put it back in again. It will be worse if she suddenly takes up the chicken - try to scare her so that she quits this business.

Then two ghost hunters will come. They will come anyway, they cannot be avoided. Do the same with them. Drive out all strangers from the house, and the chicken will be released. Then kick the girl out of the house.

The biggest problem here is unexpected dangerous guests.

Rescue of the Restless Spirits:

Static. If you didn't free him in the previous mission, here's your second chance.

Arc light. The same applies to the welder.

Maxine Factor. And this is especially true for Maxine Factor.

hardboiled. Dead chickens cry out for revenge! Their plenipotentiary representative in the world of the living is the poltergeist Hardboiled, chained to a little girl who walks around the house and observes the consequences of the poltergeist's work: "Well, sneezed, so sneezed!". The release of this chicken - in fact, is the passage of the level.

9. The Blair Wisp Project

Walkthrough:

Not the most difficult mission, but with its own nuances. The task is to lead three students from the film crew to the basement of a building already familiar to you in the forest. Then you need to call an evil named Darkling. Naturally, one of the three should not be allowed to escape.

First, you will often have to give the order "only one trick" in this mission, so make sure you know how to do it.

You won't be able to complete the mission without a ghost with the "Unearthly calm" trick. For me it was the musician Fingers. You will also need an earth spirit with earthquake skills.

So, first take the spirit of the earth and with an earthquake knock over a tree standing on the edge of the abyss. An abyss separates the house from the rest of the world. Then you need to somehow lure all three members of the film crew through the plot of land with the grave towards the side of the house. To do this, I planted brains with eyes on a fallen oak tree and made them attract students ("Fascinate").

The problem is that, approaching the grave, the students are very frightened of the curse and run back in fear and trembling. So put a musician on the grave and make him calm the students. If all goes well, they will calmly walk past the grave to the house, cross over the fallen log and end up at the house. Naturally, the musician should use only one trick - give him the appropriate command.

If you can't do it the first time, try again and again. The musician can be put on traps if members of the film crew suddenly decide to approach the traps. It is necessary that both calmness and attraction act on a person at the same time - then he will cross a difficult area without any problems.

Finally, all three were at home. Now everything becomes quite simple. Reassure them again if you like. Lure them with the Darkling (command "obsession") into the basement. There may not be enough plasma - in this case, remove unnecessary ghosts from the training ground. For greater peace of mind, a musician can be put on a tape recorder, let him calm the students from it.

The students will turn on the tape recorder and begin to cast the spell. The Darkling will eat their souls, but it turns out that he himself fell into the trap of a crazy professor. During the final scene, a very unpleasant option is possible - the howl of a plasma shortage siren. You cannot interrupt the scene, so you have every chance to get lost during it due to lack of plasma. Before luring the kids into the basement, make sure you have a good surplus and that any excess spirits are resting.

Rescue of the Restless Spirits:

Moonscream. If you forgot to free this ghost earlier, here is your opportunity to accomplish this feat.

darkling. His liberation is the essence of passing. Then the crazy professor will catch him anyway.

Sparkle. A fire salamander (hmm, again?) hovers over the fire, chained to it by a ghostly chain. She basked in the fire, and it went out - and the salamander got caught. We should make her warm again. How? Light the fire. Sounds simple, but how? The easiest way is to put the Firetail ghost on one of the cameras and wait for the film crew to return to the camp. You can trap two spirits with the spell "Ice Breath" so that the frozen students decide to light a fire.

Blair Wisp. A very curious ghost - looks like he was the victim of a Predator. He wants to be looked at. But over the island where the corpse is located, a curse gravitates. It must be removed. The students should then be brought close to the ghost to give it a chance to show itself. Use a spirit with wind abilities, such as a banshee witch, by combining it with an air elemental. The main thing is that a very strong wind rises. After that, use the hypnotic image of the ghost to show it to the students.

10. Phantom of the Operating Room

Walkthrough:

The Phantom of the Opera ... or rather, the operating room. This rabbit mask is reminiscent of the opera and confuses everything. The task is to expel all the doctors. They don't say anything about the patients, which is nice.

The level is not so much difficult and dangerous (three ghost hunters) as boring. The hospital has huge spaces, several floors and not so much population - therefore, you have to transfer spirits from place to place in order to successfully pursue the doctors running back and forth. And patients, of course.

Save the chained spirits, scare the patients if possible. The key places are the corridor in front of the exit to the hospital courtyard, the hospital courtyard itself, two large wards on the top floor. Individual doctors will have to be plucked out of distant closets.

Rescue of the Restless Spirits:

Harriet. Hmm ... Well, the Ghost Master toy: everyone got it, and Playboy most of all. Curvy rabbit - to come up with this, you need a sick imagination of the developers from Sickpuppies. The little boy - her master - has lost his pet, a stuffed rabbit. The only way to ease the suffering of the guy and the ghost rabbit is to find a toy. Another boy took it. The villain's name is Kevin Culkin ("Home Alone" remember?), and he hangs around the hospital, dragging the unfortunate scarecrow behind him. Give him a little scare so he starts believing in ghosts a little. Wait until he climbs to the second floor, and then finish him off. The rabbit will fall out of Kevin's weakened fingers. Have someone else pick up the rabbit. Use the rabbit "eternal gift", attach a policewoman to it. She must use "Obsession" to make everyone run into the ward. The one who has a rabbit will either give it to the inconsolable guy, or drop it out of fright. In any case, the guy will almost certainly guess to pick up his toy.

Brigit. Bridget, the bride, is pretty but a little rotten. She was going to get married, but instead she committed suicide. So understand after this women! Now she wants to take revenge on all men who have more than one girlfriend. We must take revenge. But who could it be? This is a doctor, his name is Dr. Sef Greenwood. He must be brought down to Bridget. Use various moving and beckoning tricks, then have Bridget use the "Brief Scare" trick. Lure doctor will not be easy, I warn you right away.

— Daydreamer. This guy's explanation is pretty hard to decipher. He is asleep as he is chained by a ghostly chain to a sleeping gas canister. Only someone's cacophony can wake him up (in English "Cacophony")

11 Spooky Hollow

Walkthrough:

Not so much a parody as a level based on the movie "Sleepy Hollow". Everything here will seem familiar to you - the story of the Dragoon, and the tower demolished from the blunderbuss, and his skull, dangling from various bad hands. Even the famous covered bridge (where the hooves of the Towerless Horseman resound so loudly) will seem familiar to you if you have seen the corresponding film.

I passed this movie... ugh, this level with a swoop, the first time. The essence of the task is that a certain vile subject, similar in liking to Tolkien's Grima Rottongue, in a mill with the help of a skull calls this Headless Horseman over and over again.

He every time with a twinkle runs through the whole village, terrifying its inhabitants. All this running around tired the Horseman to death, but he cannot do anything - our Dragoon does not quite control his head. You need to free the Dragoon by placing his skull in the grave, and then punish the fool from the mill.

You won’t be able to enter the mill directly, but you need to stop the fool with all your might. He put the skull on the millstone, and you, without wasting time, place the spirit of the earth next to the mill (better behind) and make an earthquake - the skull will fall off the millstone.

It is necessary to scare the rest of the villagers - this will give you the plasma you need, without it you will not be able to complete all the procedures.

When the Rider once again jumps across the map, throw it with the mouse, and he will shout what he needs on the run. Naturally, the skull is in the grave. But if you cannot open the mills, let other villagers do it. Lure them to the mill with all your might, raise the wind so that the wings of the mill spin, lure them with the appropriate spells. Sooner or later, looking through the window at the evolution of the man-in-black, the inhabitants will get angry, open the mill and take "Yorik" from the fool. The man in possession of the Yorick will go to the Dragoon's grave and bury the skull there. In the meantime, you take care of the man in black - scare him with all your might until he runs away. We ask for everything.

Rescue of the Restless Spirits:

Dragoon. Described in walkthrough.

Black Crow."Black Raven, what are you doing!". Black Raven is an unfortunate Indian with a hole in his chest in the spirit of the movie "Death Becomes Her". At all times, the Indians treated the issues of death and burial with great reverence - and here a plebeian barn was built over his grave. An insult to a real redskin! The barn needs to be demolished. Make a hurricane and an earthquake in the neighborhood, and only planks will remain from the barn.

Storm Talon. This is a secret character - I had no idea about his existence until I heard about him on one of the forums. He is enclosed in a tree on a lake, and, like Mendeleev, he is the prince of the elements. To free him, use the wind on the tree and shock him with an electric shock.

scarecrow. Finding this scarecrow is not easy, but it is worth looking for. At first it talks some nonsense about ravens and blood. He needs blood, and he will get it. Where do we have blood spells there? Apply rain and "Gore" to get this, in general, not a bad spirit. You can use the "astral gift" to plant a ghost of the appropriate capabilities on it.

12.Ghostbreakers

Walkthrough:

The level is quite difficult, because the ghost hunters have shielded entire rooms from you. But it is quite passable if you correctly passed the previous levels, received plasma and trained your subordinates.

The main thing here is not to deviate from the algorithm. I'll give it step by step:

1. Attach some kind of electric spirit to the hunters' van, let it knock out all the plugs ("Blackout").

2. Immediately attach the blaster to the green propulsion system and fire the Surge. She will pass out.

3. Attach the electric spirit to the generator in the basement (where the evidence room is) and use "Sparkstorm". The generator will shut down.

4. Start scaring people in different ways to get more plasma.

5. Use "Surge" again on the blue power plant (with a locator) so that the alarm does not go off each time.

6. Get plasma again. Then apply the following combination: put the electric spirit on the switch with the snowflake by the stairs and command "Strange Behavior". Place an air spirit outside and make a "Tempest" hurricane. Drive the spirit inside the van, which can do the "Inferno" trick. In this case, the red power plant will be cut down. When you have the "Surge" trick available, attach the appropriate ghost to the force field setup. She will burn. If you don't have the spirit with "Inferno", just hit all the electrical appliances in the house. Sooner or later, the red power plant will become available.

7. Clear the entire area of ​​people.

Rescue of the Restless Spirits:

Banzai and Windwalker. These two ghosts were caught by ghost hunters and are kept in the morgue (where you found the policewoman in your time). If you freed Banzai earlier, only Windwalker will remain. Again, after destroying two generators during the mission, use the "Surge" trick on the switch where the ladder goes up in the basement. The air intake will change. Place a fire spirit near the hunter's van and let it make everyone hot: the system will overheat, and the force field will be destroyed. Next, you just need to destroy the force field.

13. Full Mortal Jacket

Walkthrough:

Absolutely no complications. The only small problem is the army chaplain (a man in Zorro clothes), but if you can handle the ghost hunters, then you can easily deal with a single chaplain. The rest is not easy, but very simple. Scare, scare, scare until you scare everyone. It is advisable to have several outdoor spirits, as there are many open spaces on the level. It's not bad to put a gremlin on jeeps in the yard or on barriers. Happy scare.

Rescue of the Restless Spirits:

Wisahejak. He is in the commander's office. This wolf seemed to jump out of the Warner Brothers cartoons. In fact, it is an ancient Indian totem beast, and now it is enclosed in a wooden totem bought by the commander. Luckily, wood burns easily. This is a hint. Collect a couple of hundred extra plasma points and let the wolf ghost drop a present. Attach any fire-breathing spirit to the gift and act-evil.

14. What Lies Over The Cookoo's Nest

Walkthrough:

If you don't want to spoil the whole experience of the game, you'd better not play at this level. And if you still decide, try not to go crazy. The level is overdone. You will critically need ghosts distributing gifts, moreover, the more the better. Playboy Bunny, Looking Glass Spirits (2 pcs.), Infamous Totem Wolf – you need it all. The less you have these guys, the more likely it is that you simply will not pass the level.

I will be brief. Open all doors with crazy ones (eg earthquake). Four will run away, and the fifth (catatonic?) will stay asleep. You can't wake him up the only way remove him from under the Darkling - send him with a gift some kind of sandman spirit that can lead him out of the room under the pretext of sleepwalking. Any other attempt is doomed to failure. Good luck - you'll need it. As well as vomit bags, a whipping doll and a few plates, which are not a pity.

Rescue of the Restless Spirits:

daydreamer. Wake him up if you couldn't do it last time.

Uff. The train is going nowhere. The game is over, and we are waiting for the sequel.

ADDITIONALLY

The real question and answer from the official gaming FAQ:

Q.: I believe very strongly. Is this game suitable for my children?

A.: Well, it depends on your religion and how you interpret your faith. If you hesitate, trust your instincts (trust your instincts, young padawan - TH), and... er, your caution.

There are ghosts in the game, as well as several pieces of pagan witches, mediums and one army priest - all of these are your opponents. If it offends your religious sensibility, then the game is not suitable for you and your children. In general, if your religiosity is offended by films like the following: "Poltergeist", "The Exorcist", "Evil Dead", "Casper" - then our game will also offend.

It has some cartoonish ghostly violence in a rather homely presentation, but no nudity or vain mention of anyone. You don't kill anyone (to scare doesn't mean to kill), and the game features a few narcissistic people with a dirty heart who get what they deserve as a result of your actions.

In general, we think this game is suitable for: Buddhists, Hindus, pagans of all kinds, Sikhs, Sufi Muslims, Humanists (? - T.H.), Confucians and Shinto followers.

But Shia and Sunni Muslims, Christians and representatives of the Jewish faith should make a personal choice - if you are very strong in your faith, the game may not suit you.

Moderately religious individuals will have no problem with this simple ghost game, but more fundamentalistic individuals are advised to stay away from this game - out of harm's way.

=========

On the map with the Dragoon, the shack can be quickly destroyed by an earthquake (the barrier has the ability)

Also, the spirit of Rain Dance does not have the ability "Gust of Wind".

Sent by: Pavel (mailto: [email protected])

Walkthrough

You, in the role of the Lord of Ghosts, take command of a cohort of motley ghosts and go to the world of the living to bring mortals to complete hysteria and drive them out of their own territory. At the beginning of the game, you have only a few ghosts at your disposal, but as you progress through the game, your team will be replenished with a new line-up. Each ghost has its own habitat, whether it be electricity, air or water, and its own set of unique abilities with which it will frighten the common people. Before going on a mission, you are instructed to choose a suitable team of ghosts, in most cases the recommended composition will do. At each level, in addition to the main task, there is also a side task - this is the rescue of family ghosts that will join your team.

It is worth saying that any mission has many options for passing and the option that is given here is just one of them.

MISSION 1: Delusion 101

Ghost Team: Interference, Stomper, Boou, Chill

This first mission is part-time and educational, so I won’t linger here for a long time, since everything will be explained to you in such detail. Your main task is to scare the students to death and drive them out of the hostel, and the secondary task is to free the Storm Witch. Having dealt with the controls and interface of the game, scare one of the students. To do this, tie Buuu to the hall, and Interference - to the music center in the same place. Use all their abilities and wait. When one student or several run away from the dorm, talk to the Storm Witch, who is located on the first floor near the bathroom. Tie the Interference to the tape recorder, which is on the shelf above the Witch, and use its ability "Total Madness". After the Storm Witch is released, she will join your team. It remains to scare the rest of the residents of the hostel. In the hall, tie Noise again to the music center, and Chill to the carpet. Use all their abilities to speed up the intimidation process. When the last student leaves the dorm with a wild scream, you will complete the mission.

MISSION 2: Seance

Ghost Team: Boouu, Chill, Aether, Horror, Storm Witch

To expel members of the Alpha Tau community from their home is your main task. And freeing the three ghosts, Lucky, the Eye of Terror and Wendel, is a secondary task that is just worth starting with. Talk to Lucky, who is sitting on the slot machine in the hall. To get him on your team, you must make sure that some player wins on this slot machine. To do this, it is enough to use the Lucky ability "Luck" when someone plays. Talk to the second ghost called the Eye of Terror. He is in a room on the first floor, from which music is heard. It must be rescued from the jar in which it was stuffed. For this purpose, Aether with the "Ringing Chain" ability is perfect, but there's still not enough plasma for this spell. Bind Boou to the Eye of Terror room and Lucky to the slot machine in the lobby and use all of their abilities. When the level of plasma rises, tie Ether on the left side of the house and use its above-named ability. Talk to the third ghost - Wendel, who is located on the second floor in the room where Ted Cable sleeps. He then needs to be driven out of the house so that Wendel is freed. But it’s not worth throwing all your strength at him alone, it’s better to immediately deal with all members of the community. Use all the abilities of Boouu, Lucky and Aether (if not already) and start tying the rest of the ghosts to "work" places. Tie the Horror to the head of a deer in the hall, Frostbite to the basketball net in the hallway, Storm Witch to the main entrance to the house. As the plasma increases, increase the number of abilities used by the ghosts, thereby speeding up the escape of community members from the house. When Ted Cable runs away from the house, Wendel will be released. Direct him to the basement, where three youngsters are conducting a spiritual analysis. Using the "Steps" and "Laughter" abilities, scare them, and they will immediately run to the first floor, where the rest of the ghosts will work with them.

MISSION 3: Calamitville Horror

Ghost Team: Barrier, Boou

The main task of this mission is to make sure that the residents of the house find two corpses out of three. If they find them, then you will automatically release the ghosts. Go down to the basement and talk to the Arc Light ghost. It is walled up behind a wall in which you need to make a small hole. Nearby there is a piece of land that is ideal for the Barrier. Bind him to the ground and use the Concussion ability. After some time, the residents of the house will find the corpse and call the police to investigate, but we, without waiting for their arrival, will deal with the second corpse and the ghost, respectively. Talk to the ghost of Static, who is on the roof near the chimney and antenna. His corpse is stuck in the chimney, which somehow needs to be pushed further. Tie Barrier to the nearest bush to the chimney and use its Shake ability again. On the ground floor, bind Buuu to the piano room and use his Kinesis ability. Wait until the tenants discover this corpse, and then the police find it.

If you want to get at your disposal the third ghost, whose name is Maxine, then you must lose this mission again. To do this, go to the "Fright Table" on the map and select "repeat". First, let the residents find the corpse of the Arclight ghost and call the police, and then talk to the ghost of Maxine, who is in a closed room on the third floor. When a woman appears on the third floor, use Maxine's ghost ability "Intrigue" and watch the woman's reaction. She must call for help from one of the men in this house to open the door of the room, and then she must try to use the cosmetics that Maxine is attached to. But if the man opens the door, and the woman no longer comes to this room, then again use the "Intrigue" ability, but on another woman who appears on this floor (the candidacy of a woman from the police will do).

MISSION 4: Callers don't count

Ghost Team: Boouu, Barrier, Aether, Storm Witch

This time you do not need to scare and drive away mortals, but rather help them. Three students are looking for an ancient tome with which to summon the spirit of Shadowman. But they cannot find it, as the professor who owns this volume has hidden it well. Talk to the Rain Dance ghost in the toilet. To free him, someone needs to drain the water from the barrel. But the bee hive prevents mortals from going to the toilet. Tie the Barrier to the ground close to the toilet and use its Shake ability. When one of the students needs to go to the toilet, the ghost will join your team. Talk to the second ghost - Wind Whisper. He is trapped in the house in a dream trap from which he would like to get out. Bind Ether to the bike here and use the Ringing Song ability to free the ghost. The third ghost - Lunar Scream, is located in the cellar under the house (by the way, the ancient volume is also there), the path to which mortals have not yet found. Well, let's help mortals. Tie the Barrier to the ground near the entrance to the cellar (covered with leaves) and use its "Concussion" ability. This will clear the entrance, which will now be visible to mortals. It remains to somehow attract them to him. For example, tie the Storm Witch to the path between the kitchen and the toilet and set her ability level to the maximum. Now some poor fellow must find the door to the cellar. When this happens, tie Boou to the cellar itself and use his Kinesis ability to drop the ancient tome to the floor. When he is discovered, and all three students gather in the cellar, a professor will appear, whom everyone somehow did not expect. Wait for the three students to leave and take care of the professor. Use all the abilities of Buuu and Lunar Scream (this ghost, using the "Strange Vision" ability, will immediately be released), and also tie the Barrier to the cellar. His ability "Swallow" is very effective on the professor. When he escapes, the three students will again gather in the cellar and perform the ritual to summon Shadowman.

Before starting the next mission, train the ghost Quake new ability- "Blood".

MISSION 5: Dead men

Ghost Team: Quake, Storm Witch, Buck, Lucky, Electrospasm, Rain Dance

Don Bartholomew does not believe in the existence of ghosts. Prove to him that he is wrong. If you study Don's fears, then he is terribly afraid of blood, and all of Buck's abilities negatively affect him. Trembling just has the "Blood" ability, but this ability only works in cabins with water (most of these are shells). Plant Trembling near the places where the Don will be and where the shell will be, and use his above-mentioned ability. When Don's terror level rises and he starts to get really scared of everything, finish him off with Buck's abilities and he'll jump over the side of the ship. But before that happens, let's free the ghosts, of which there are plenty in this mission. The ghost of Brass Knuckles lives in the casino. He wants the croupier to lose in tatters gambling. There is nothing easier. Tie Lucky to the roulette wheel and use his "Storm of Fortune" ability at any time. Now any person will definitely win against the croupier. In the engine room near the generator is the second ghost - Mistress of the Waves. To free it, you need to start the pump to pump out the water. Bind Lucky to the switch and use the Strange Behavior ability. Now someone will go downstairs and start the pump. The third ghost of Jordan lives in Don's bedroom. Bind the Master of the Waves to the aquarium in the bedroom and use the "Hail" ability. This action will break the urn Jordan is tied to. The last ghost in this mission is The Pianist. It is located near the piano in the hall opposite the casino. The pianist forgot the tune that Don killed him for. If you remind him of her, then your team will be replenished with one ghost. The melody is constantly whistled by the cook. Give him a good scare so that later he will run to the Pianist.

MISSION 6: Unusual suspects

Ghost Team: Static, Wendel, Horror, Rain Dance, Interference, Aether

You decide to strike at the police station. If you manage to scare the hell out of all the mortals who are there, and in addition also free two ghosts, then victory in this mission is guaranteed to you. Talk to the ghost of Electrospasm, who is sitting in the electric chair in the basement. Bind the Interference to the switch and use its ability "Total Madness". This action will free Electrospasm and he will join you. Talk to the second ghost - Blue Death. She wants to know which cop sold her with the giblets. I must say right away that this policeman's name is Norman Fritz, watch him for a while. When he goes into the basement to the room with evidence, he will be stopped by the police officer Andrew Hade. You need to scare him with all your might so that he runs away from the police station. After that, watch Norman Fritz again. When he walks into the evidence room and touches the suitcase of money, use the Ghost Blue Death's Possession ability. After Fritz visits her at the morgue, Blue Death will also free himself and join your team. Now that all the ghosts have been released, it's time to get to grips with the mortals. Here you have complete freedom actions. Scare as much as you can, the main thing is to tie the ghosts to the place where there are more people. The Horror and Blue Death tandem works very well in the basement morgue, since the Blue Death has the ability to attract people to itself (the "Obsession" ability), then mortals will simply march towards it. When most of the people leave the police station, release the prisoners, as well as the professor. Just tie Jam or Electrospasm to the switches and use the Strange Behavior ability.

MISSION 7: Cosmetics and brooms

Ghost Team: Jammer, Rain Dance, Electrospasm, Wendel, Wind Whisper, Buck

The Kappa Lambda dorm has three new female students who are part of a coven of witches. Their forces are aimed at protecting the tenants of the hostel from the forces of darkness, that is, from your ghosts. To drive them away is a matter of your honor. First of all, visit the Fire Tail ghost in the basement. To free him, you need to put out the ceremonial fire in the brazier. Bind the Rain Dance to the aquarium and use the "Rain" ability. This will free the Tail of Fire, and at the same time destroy the protective circle of witches. Now they are as defenseless as everyone else. Visit the bathroom on the second floor, where you will talk to the ghost of Tricia. All she wants from you is that you bring someone into the bathroom who has exactly the same hairstyle as hers. If you look at the list of tenants, then Blair Welchel is perfect for this task. But the question is, how to make her come to the bathroom on the second floor? Everything is simple. Scare Blair to death and in fear, wandering around the rooms, she will definitely visit the bathroom. You can also place the Rain Dance in the bathroom on the first floor with the "Rain" ability activated, so that mortals do not go here. After Tricia is released, take care of the third ghost, which is sitting in the greenhouse. To free Mumbler, you need to bring him some kind of electrical thing. There are two ways. The first is to scare the guy Tony Tupillo, who is wearing headphones, so that he subsequently comes to the greenhouse. The second is to use Tricia to create a gift (the ability "Ephemeral Gift") that serves as a shackle for any ghost, in the hope that someone will take it to the greenhouse. One way or another, having freed Mumbler, let's deal with the most important thing - the expulsion of witches. Witch Sher Medforth is afraid of the dark, so Murmur's Blackout ability is perfect for her. The second witch Michelle Readmont is afraid of dirt, so intimidate her with the ghost of Buck with the abilities "Dense Horde" and "Medium Horde". The last witch, Susan Spofford, is afraid of noise in every way, but in practice it turned out that Buck is also able to bring her to complete horror.

MISSION 8: Poltergeist

Ghost Team: Murmur, Stomper, Boou, Moonshout, Firetail, Rain Dance

You are going to the spirit of the poltergeist Cool, who cannot rest in peace. In order to help him, you need to clear the house of all mortals. So, here are the recommendations for intimidating people. Child Bobby Huts is afraid of literally everything, and especially ghosts. Therefore, use Boou with the "Hide and Seek" ability to intimidate. Granny and Grandpa Hats are horrified by the sight of fire, so it's more effective to use Fire Tail with all abilities except "Heat" against them. Against Steve Huts, who hates the dark, use Ghost Mumbling with the Blackout ability. Greg Huts is very affected by Fire Dance with the Flood ability because Greg is terribly afraid of water. And on Diana and Marcia Huts, set the ghosts of Stomper and Lunar Scream.

It is worth noting that as soon as you start to scare mortals, they will call a professional medium. Be careful not to let her capture the poltergeist Cool, as well as all the other ghosts on your team. When the danger for some ghost is close, remove it from the shackles. After studying the conscious fear of the medium, it turned out that she was afraid of blood. Poltergeist Cool has the appropriate abilities, but since he is attached to the child of Carol-Ann Huts, it will be possible to use them when the child and the medium are in the same room. Naturally, this is rare, so use the abilities of other ghosts, such as "Current" from the ghost Fire Tail or "Human Torch" from Mumbler. When all the tenants and the medium leave the house (except for the girl Carol-Ann Huts, of course), the spirit of the poltergeist will find peace and join your team. But it's too early to rejoice, for complete victory it is worth driving away the girl and the ghost hunter, who, it is not clear how, ended up on the threshold of the house. By common forces all the ghosts, first chase the ghost hunter, and then the girl. Use powerful abilities and don't let the hunter capture your ghosts.

Before entering the next mission, train the Pianist ghost with a new ability - "Suspicious Stench"

MISSION 9: Operating Room Phantom

Ghost Team: Buck, Boouu, Moonshout, Firetail, Murmurer, Wind Whisperer, Pianist

This time, your ghost team is sent to Gravenville Hospital. Their task is not to scare everyone and everything, but only to bring to a loss of pulse the doctors of the hospital, who save people's lives and do not give the spirits the opportunity to rest. As usual, let's start with the release of ghosts. One of them, namely the Dreamer, is the easiest to free. Tie the Pianist to the operating room where the Dreamer is located and use the "Suspicious Stench" ability. After a moment, the Dreamer will wake up and join your team. The next ghost, Harriet, is in the ward on the second floor. He has a childish problem. Until the toy rabbit is returned to the child to whom it is attached, then there can be no question of its release. The rabbit was stolen by another child by the famous name of Kevin Culkin. Scare him with Firetail and then wait for someone to pick up the rabbit and take it to Harriet's room. The last ghost, Bridget, lives in the hospital morgue. You need to bring Dr. Seth Greenwood to her, who has affairs with almost all the nurses in the hospital. All you need is to scare the doctor and soon he himself should run to the morgue.

And now let's devote time to doctors, of whom there are only five people in the hospital. The aforementioned Dr. Seth Greenwood hates the dark, so use Ghost Mutterer with the abilities "Current Shot" and "Burn Plugs" against him, and then use the ability "Blackout" in the case. Doctors Mark Daniels and Victor Begley are terribly afraid of electricity and not only, use Fire Tail and Mumbler to expel them from the hospital ghosts. Against Doctors Katya Winnery and Annie Six, use Buck's ghost, as well as Mumbler. After frightening the first victim, three ghost hunters will descend on the hospital. Act carefully and you won't even notice their presence.

Train the ghost Barrier with a new ability - "Earthquake" in order to successfully complete the next mission.

MISSION 10: Blair Wisp Project

Ghost Team: Fire Tail, Storm Witch, Eyes of Terror, Barrier, Brass Knuckles, Wind Whisper, Blue Death, Harriet

Three film directors are located near the hut in which Tenevik lives. You need to help the filmmakers get to the hut and perform the ritual to summon Shadowman. Talk to the ghost of Twilight, who is attached to the place where the filmmakers made a fire. To release it, you need to breed it again. Place Harriet next to the fire and use the Ephemeral Gift ability. Then tie a Tail of Fire to the gift and use its "Bonfire" ability. The first ghost is free, let's move on. Bind Whisperwind to the islet inhabited by the ghost of Blair Whisp and use the Tempest ability to clear the fog. When the directors are near the island, use Blair-Whisp's Hypnotic Image ability. This spell will force students across the river to move to the island. When at least one person steps on the island, use Blair-Whisp's Strange Vision ability to release the ghost. Next, tie the Eyes of Horror and Brass Knuckles to two traps that are not far from the filmmakers, and tie the Blue Death to another, third, trap, which is behind a small river (where the destroyed bridge is). Use the Frost Breath ability on Brass Knuckles and the Eye of Terror and wait. When the filmmakers reach the broken bridge, use Blue Death's Possession ability. As soon as all three cross the frozen river, remove Brass Knuckles, Eyes of Terror, and indeed all the ghosts from the shackles. Tie the Barrier to the ground near the large tree next to the gorge and use the Earthquake ability. Next bind the Eyes of Terror or Blue Death to the fallen tree and use the Enchant or Possession ability respectively. When the directors in full force reach the tree, switch to Shadowman in the basement of the hut. Use his Possession ability to force mortals to come to the basement, where they will perform a ritual to summon Shadowman.

MISSION 11: Haunted Hollow

Ghost Team: Buck, Storm Witch, Blue Death, Harriet, Blair Whisp, Wind Whisper, Cool, Rain Dance

The world of shadows is always happy to see new ghosts, especially if they belong to a very rare species. This is Headless Horseman. You must locate the Dragoon Master and betray his plans to the rest of the mortals. Speak to the Ghost Scarecrow in the Farmer's Field. It takes blood to free him from his bonds. Bind Harriet to the ground near the Scarecrow and use the Ephemeral Gift ability. Then tie the ghost of Cool to the gift and use the "Oozing Blood" ability.

When the Scarecrow joins your team, tether Wind Whisper with Storm activated and Storm Witch with Gust of Wind near the windmill. If the plasma is not enough, then use the Tank to scare the mortals going to the toilet. Place Rain Dance in the water and use the Gust of Wind ability. The resulting storm will frighten mortals, including the one in the mill, and at the same time you will discover the hidden ghost Stormclaw, who will gladly join you. Bind him to the ground near the windmill and use the Storm ability. This will increase the storm, which will destroy the shack near the river. The third ghost, Black Raven, is on your team. Now tie to the trap that plant the mills, the ghost Blue Death, and place the Black Raven near the window of the mill. Remove all ghosts from the chains except the two above, and use Blue Death's "Obsession" ability When one mortal comes to the windmill window to see what's going on, use Black Raven's "Possession" ability. After a while, this mortal will return to the house to inform the others about the man in the mill. After a long time, when the mortals bury the skull, the ghost of the Dragoons will join you. Now scare the guy from the windmill in any way, and the mission will be successfully completed.

MISSION 12: Ghostbusters

Ghost Team: Murmur, Stomper, Buck, Scarecrow, Sparkle, Stormclaw, Static, Dragoon

Ghostbusters have occupied the police station. They cause a lot of problems and therefore you need to get rid of them as soon as possible. The task in this mission is not one, but they are solved, nevertheless, very quickly. You need to disable the Astral security system, free the ghosts and expel all mortals from the building. So, let's begin. Tether Murmur to the van in the parking lot and use the Blackout ability. The green barrier will fail (you will be shown where its source is). Bind Murmurer to the source and use the Current Surge ability to permanently break the barrier. In the basement, in the room with evidence, tie the ghost Stormclaw to the generator and use the "Surge". After the blue barrier upstairs is disabled, bind Mumbler to any electrical device in the office where the blue barrier was and use the "Surge" ability. The Astral security system will be out of order, now it will not be so easy for ghost hunters to find you. Attach Static to the ventilation system on the landing in the basement and use Sparks and then Spark Storm. Bind Stormclaw to the parking lot and use the "Storm" ability, and tie Twilight to the wagon with the "Inferno" ability activated. This combination will disable the red barrier in the morgue. Now bind to any electrical appliance in Murmur's mortuary and use the "Surge" ability to release the ghosts of Banzai and Windwalker. The most difficult part is over, it remains to scare the hell out of all mortals in order to complete the mission. Use the abilities of Buck and Stomper indoors, as well as all the electric ghosts, and use the abilities of the Scarecrow and Dragoons ghosts outdoors. Happy hunting hunters!

MISSION 13: Complete mortal shell

Ghost Team: Scarecrow, Dragoon, Stormclaw, Moonscream, Windwalker, Fire Tail, Buck

You are at a military base. Your task is to drive all the people from the base and make sure that they will never be able to hold a weapon in their hands again. It is pointless to give any recommendations, since everyone scares in their own way. Choose only the above ghost team and proceed. When the plasma is over 240, free the ghost of Vizakejak. Use his "Trojan Gift" ability, then attach a Tail of Fire to the gift with the "Bonfire" ability activated.

MISSION 14: What's over the cuckoo's nest?

Ghost Team: Stomper, Wizakejak, Dreamer, Boouu, Bridget, Moonscream, Stormclaw, Buck

And again Tenevik. This time we will free him completely, and then scare all the mortals who have not gone crazy. First of all, talk to Shadowman. Use his Psychotic Rage ability to drive the professor insane with one hit. After that, find Kevin Culkin's child and bind Wizakejak to him. Use the "Trojan Gift" ability, but only when there are employees of the psychiatric department in this room - Paco Lacamara, Luther Lanville, Valerie Goldberg, Mildred Fletcher. When one of these people takes the gift, bind Dreamer and Stormclaw to it, and then use Shadowman's Possession ability. As soon as the person with the gift enters the area with the red barrier, tie Dreamer to Bruce Elmy in the cell, and Stormclaw to the monitor in the central room between all the cells. Use the ghost Stormclaw's Shock ability and immediately tie it back to the gift so you can get it out of the area with the red barrier. Lastly, use Dreamer's Sleepwalk ability to remove Bruce Elmy from the cell. Congratulations on the release of Tenevik! Now scare all sane mortals and celebrate the victory.

Taken from www.7wolf.net

Dread Master

Walkthrough
You, in the role of the Lord of Ghosts, take command of a cohort of motley ghosts and go to the world of the living to bring mortals to complete hysteria and drive them out of their own territory. At the beginning of the game, you have only a few ghosts at your disposal, but as you progress through the game, your team will be replenished with a new line-up. Each ghost has its own habitat, whether it be electricity, air or water, and its own set of unique abilities with which it will frighten the common people. Before going on a mission, you are instructed to choose a suitable team of ghosts, in most cases the recommended composition will do. At each level, in addition to the main task, there is also a side task - this is the rescue of family ghosts that will join your team.
It is worth saying that any mission has many options for passing and the option that is given here is just one of them.

MISSION 1: Delusion 101

Ghost Team: Interference, Stomper, Boou, Chill

This first mission is part-time and educational, so I won’t linger here for a long time, since everything will be explained to you in such detail. Your main task is to scare the students to death and drive them out of the hostel, and the secondary task is to free the Storm Witch. Having dealt with the controls and interface of the game, scare one of the students. To do this, tie Buuu to the hall, and Interference - to the music center in the same place. Use all their abilities and wait. When one student or several run away from the dorm, talk to the Storm Witch, who is located on the first floor near the bathroom. Tie the Interference to the tape recorder, which is on the shelf above the Witch, and use its ability "Total Madness". After the Storm Witch is released, she will join your team. It remains to scare the rest of the residents of the hostel. In the hall, tie Noise again to the music center, and Chill to the carpet. Use all their abilities to speed up the intimidation process. When the last student leaves the dorm with a wild scream, you will complete the mission.

MISSION 2: Seance

Ghost Team: Boouu, Chill, Aether, Horror, Storm Witch

To expel members of the Alpha Tau community from their home is your main task. And freeing the three ghosts, Lucky, the Eye of Terror and Wendel, is a secondary task that is just worth starting with. Talk to Lucky, who is sitting on the slot machine in the hall. To get him on your team, you must make sure that some player wins on this slot machine. To do this, it is enough to use the Lucky ability "Luck" when someone plays. Talk to the second ghost called the Eye of Terror. He is in a room on the first floor, from which music is heard. It must be rescued from the jar in which it was stuffed. For this purpose, Aether with the "Ringing Chain" ability is perfect, but there's still not enough plasma for this spell. Bind Boou to the Eye of Terror room and Lucky to the slot machine in the lobby and use all of their abilities. When the level of plasma rises, tie Ether on the left side of the house and use its above-named ability. Talk to the third ghost - Wendel, who is located on the second floor in the room where Ted Cable sleeps. He then needs to be driven out of the house so that Wendel is freed. But it’s not worth throwing all your strength at him alone, it’s better to immediately deal with all members of the community. Use all the abilities of Boouu, Lucky and Aether (if not already) and start tying the rest of the ghosts to "work" places. Tie the Horror to the head of a deer in the hall, Frostbite to the basketball net in the hallway, Storm Witch to the main entrance to the house. As the plasma increases, increase the number of abilities used by the ghosts, thereby speeding up the escape of community members from the house. When Ted Cable runs away from the house, Wendel will be released. Direct him to the basement, where three youngsters are conducting a spiritual analysis. Using the "Steps" and "Laughter" abilities, scare them, and they will immediately run to the first floor, where the rest of the ghosts will work with them.

MISSION 3: Calamitville Horror

Ghost Team: Barrier, Boou

The main task of this mission is to make sure that the residents of the house find two corpses out of three. If they find them, then you will automatically release the ghosts. Go down to the basement and talk to the Arc Light ghost. It is walled up behind a wall in which you need to make a small hole. Nearby there is a piece of land that is ideal for the Barrier. Bind him to the ground and use the Concussion ability. After some time, the residents of the house will find the corpse and call the police to investigate, but we, without waiting for their arrival, will deal with the second corpse and the ghost, respectively. Talk to the ghost of Static, who is on the roof near the chimney and antenna. His corpse is stuck in the chimney, which somehow needs to be pushed further. Tie Barrier to the nearest bush to the chimney and use its Shake ability again. On the ground floor, bind Buuu to the piano room and use his Kinesis ability. Wait until the tenants discover this corpse, and then the police find it.
If you want to get at your disposal the third ghost, whose name is Maxine, then you must lose this mission again. To do this, go to the "Fright Table" on the map and select "repeat". First, let the residents find the corpse of the Arclight ghost and call the police, and then talk to the ghost of Maxine, who is in a closed room on the third floor. When a woman appears on the third floor, use Maxine's ghost ability "Intrigue" and watch the woman's reaction. She must call for help from one of the men in this house to open the door of the room, and then she must try to use the cosmetics that Maxine is attached to. But if the man opens the door, and the woman no longer comes to this room, then again use the "Intrigue" ability, but on another woman who appears on this floor (the candidacy of a woman from the police will do).

MISSION 4: Callers don't count

Ghost Team: Boouu, Barrier, Aether, Storm Witch

This time you do not need to scare and drive away mortals, but rather help them. Three students are looking for an ancient tome with which to summon the spirit of Shadowman. But they cannot find it, as the professor who owns this volume has hidden it well. Talk to the Rain Dance ghost in the toilet. To free him, someone needs to drain the water from the barrel. But the bee hive prevents mortals from going to the toilet. Tie the Barrier to the ground close to the toilet and use its Shake ability. When one of the students needs to go to the toilet, the ghost will join your team. Talk to the second ghost - Wind Whisper. He is trapped in the house in a dream trap from which he would like to get out. Bind Ether to the bike here and use the Ringing Song ability to free the ghost. The third ghost - Lunar Scream, is located in the cellar under the house (by the way, the ancient volume is also there), the path to which mortals have not yet found. Well, let's help mortals. Tie the Barrier to the ground near the entrance to the cellar (covered with leaves) and use its "Concussion" ability. This will clear the entrance, which will now be visible to mortals. It remains to somehow attract them to him. For example, tie the Storm Witch to the path between the kitchen and the toilet and set her ability level to the maximum. Now some poor fellow must find the door to the cellar. When this happens, tie Boou to the cellar itself and use his Kinesis ability to drop the ancient tome to the floor. When he is discovered, and all three students gather in the cellar, a professor will appear, whom everyone somehow did not expect. Wait for the three students to leave and take care of the professor. Use all the abilities of Buuu and Lunar Scream (this ghost, using the "Strange Vision" ability, will immediately be released), and also tie the Barrier to the cellar. His ability "Swallow" is very effective on the professor. When he escapes, the three students will again gather in the cellar and perform the ritual to summon Shadowman.

Before starting the next mission, train the ghost Shiver with a new ability - "Blood".

MISSION 5: Dead men

Ghost Team: Quake, Storm Witch, Buck, Lucky, Electrospasm, Rain Dance

Don Bartholomew does not believe in the existence of ghosts. Prove to him that he is wrong. If you study Don's fears, then he is terribly afraid of blood, and all of Buck's abilities negatively affect him. Trembling just has the "Blood" ability, but this ability only works in cabins with water (most of these are shells). Plant Trembling near the places where the Don will be and where the shell will be, and use his above-mentioned ability. When Don's terror level rises and he starts to get really scared of everything, finish him off with Buck's abilities and he'll jump over the side of the ship. But before that happens, let's free the ghosts, of which there are plenty in this mission. The ghost of Brass Knuckles lives in the casino. He wants the croupier to lose in a game of chance. There is nothing easier. Tie Lucky to the roulette wheel and use his "Storm of Fortune" ability at any time. Now any person will definitely win against the croupier. In the engine room near the generator is the second ghost - Mistress of the Waves. To free it, you need to start the pump to pump out the water. Bind Lucky to the switch and use the Strange Behavior ability. Now someone will go downstairs and start the pump. The third ghost of Jordan lives in Don's bedroom. Bind the Master of the Waves to the aquarium in the bedroom and use the "Hail" ability.



 
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