Weird Seance Walkthrough Part 2
Walkthroughs for Ghost Master Act 1
Your first move will be in the basement
The seance for which this assignment is named is being conducted in the basement. This is where you need to strike first. Drop in Boo with Kinesis, and Clatterclaws with Swarm Strike. (Legion on Revisit!)
Until Lucky is free you will want to avoid causing trouble on the main floor. Boo should only use Kinesis. Otherwise he could distract a pinball player!
Ambush the Frat Leader wtih Clatterclaws
Bind Clatterclaws in the hallway on the second floor near the top of the stairs. This will take care of wanderers. You should leave Boo in the basement.
Then have Wendel use his Laughter power until the Frat Leader gets up. This only takes a second or two. Then shut off his powers!