------------------------------------------ Ghosthunter (PAL) Platform: Playstation 2 Version: 1.1 Last Updated: January 7, 2004 Originally Created: December 5, 2003 Author: JoeyHolbrook, firstname.lastname@example.org ------------------------------------------ This document is copyrighted. It is for personal use only, may not be reprinted, published, copied, sold or altered, in either part or whole, for any commercial or promotional means, nor without express permission of the author. This FAQ may only reside on www.gamefaqs.com ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ // Table of contents // // 01. Version History // // 02. Introduction // // 03. Controls // // 04. Game Mechanics // // 05. Tips // // 06. Walk-Through // // 07. Secrets // ------------------------------------------------------------------------------- ------------------------- // 01. Version History // ------------------------- 1.1 7th January 2004 - More detail and explanation for parts of the walkthrough 1.0 5th December 2003 - Initial version. ---------------------- // 02. Introduction // ---------------------- This FAQ has been written with the spoilers towards the end of the document, so it can be read in order and not give away surprises unless you want to skip to later and see them. The walk through gives instructions and solutions for how to progress through the game, but does not reveal the story. Ghosthunter is a horror themed action adventure game for the Sony Playstation 2 console, published by SCEE and developed by SCEE Studio Cambridge. It features Lazarus Jones, a Detroit cop who has just moved to the city; Anna Steele, Lazarus's partner and a more experienced detective; Astral, the ghostly helper that enables Lazarus to see ghosts; and Hawksmoor, a powerful, maligned and long-dead knight from the 14th century. This FAQ will remain under revision, please send any comments or additions to the address at the top of the document. Please note, the author will not reply to questions about the game, that is what this document is for! -------------- // Controls // -------------- Controls: When Lazarus fires his gun the game changes to hunting mode. In this mode the right stick aims the targetting cursor. Also, while in hunting mode Lazarus moves slower, but can side step. To return to normal run-around mode press the O button. He cannot move while crouched in hunting mode. First person view is the same as hunting mode, accept Lazarus cannot move about. By default the targetting cursor is fixed to the middle of the screen (like in SOCOM Navy Seals). By holding down the L2 button the cursor is freed and can be moved around all of the screen. This advanced aiming mode can be set to always-on by a single tap of L2, where a chime will sound indictating the mode has changed. Also advanced aiming mode has a small amount of lock on, where the cursor sticks to enemies once it has passed over them (and gone red). Weapon selection works on a radial dial system. Hold down L1 and a menu will appear. Use the right analogue stick to choose a weapon then release L1 to make the selection. The camera is controlled by the right analogue stick when in run-around mode. It's control axis (both horizontal and vertical movement) can be inverted in the options menu if this is more comfortable. Lazarus: Left analogue stick = Movement Right analogue stick = Camera / Aiming X = Context action (eg. get on ladder) Square = Weapon alternate function (eg. torch) O = Toggle run-around mode Triangle = Toggle first person view L1 = Weapon select L2 = Toggle aim mode R1 = Fire R2 = Throw capture grenade D-Pad Up = Stand D-Pad Down = Crouch D-Pad Left = Lean left (first person view) D-Pad Right = Lean right (first person view) Double-Tap left stick (R3) = centre camera Select = Inventory Start = Pause menu. Astral: Left analogue stick = Movement Right analogue stick = Camera X = Context action (eg. activate switch) Square = Exit Astral special ability O = Return to Lazarus Triangle = Toggle first person view L1 = Ability select R1 = Fly up R2 = Fly down -------------------- // Game Mechanics // -------------------- Capture Grenade: Ghosthunter's unique and most important feature is that of capturing ghosts. Lazarus has a special capture grenade, which when thrown at a ghost pulls them further into reality and eventually completely into the capture grenade itself. The more health a ghost has the more resistant to the grenade it will be. Initially then, some ghosts will swat back the capture grenade, or escape from it very quickly. So damaging the ghosts first is often the best course of action. The capture grenade can be recalled back to Lazarus at any point, this is useful if a ghost flees away into hiding with the grenade! The capture grenade can also collide with ghosts as it returns back to Lazarus, which is occasionally important as some ghosts can only be hit in the back; also it allows two ghosts to be caught before the grenade returns. When a ghost is hit with the capture grenade an icon appears on screen with the ghost's health in blue, and resistence in red. When the blue bar is depleted the ghost will be captured. When the red bar reaches the bottom the ghost will become free from the capture grenade. ---------- // Tips // ---------- * Stay in hunting mode for the duration of a battle. Even though your movement is slower, you can stay focused on the enemies and sideways strafing should always be fast enough to dodge attacks if they are timed correctly. * Explore to find bonus pickups such as health and ammo, most of these are not far from the beaten track. * Take a look in the back of Lazarus's car on the way through the haunted school to get the shotgun early. * The glock pistol and shotgun do extra damage when hitting a ghost that has the capture grenade inside it, allowing much quicker captures. * The shotgun does more damage the closer you are to the enemy. * Use advanced aimed mode for more effective ghost hunting. * In first person view, use the spectral filter on the binoculars to get a better look at hard to see ghosts, especially the Swamp Rednecks. * Use the environment to help during a battle. Popping out to shoot from wallhug mode, ducking behind objects, sneaking through grass, reeds or water all help make you harder to see and less likely to get hit. * If you get stuck look at Lazarus's case notes in the inventory, they will provide clues as to what to do next. * Be cautious, your actions can give you away - loud footsteps, shooting sounds and the torch beam can alert enemies to your presence. * In a battle with multiple enemies, hit one with the capture grenade and then concentrate on the others. This will distract them, and maybe even cause the grenaded ghost to flee. * When using Astral, useful objects are highlighted in first person. * The capture grenade can be used to scoop up energy pools of health and ghost energy. This is useful for collecting pools that are far away or unreachable, or when busy in a battle! * If the enemy is dodging all your capture grenade attempts, use the grenade at very close range to uppercut it into the ghost! * Remember you can center the camera by double clicking down the right analogue stick. In hunting mode this function spins the player 180 degrees. * When using the sniper rifle, if you crouch the cursor is more steady and easier to aim. ------------------ // Walk-Through // ------------------ Haunted School "Old School" Realm --------------------------------- * Checkpoint: Old School Foyer * After the two introductory cutscenes, go to the basement as instructed - under the stairs in the Foyer, left and down several more flights of stairs and then enter the store cupboard. * Checkpoint: Old School Store Cupboard * Search in this room for a gap in the floor with a ladder, climb down this to get to the sewer under the school. Follow the sewer to a room which leads out of the water, and in here clamber down through the hatch into the Lab. Once in the Lab walk up to the machines a cutscene will play. A door will open at the side of the Lab, go through this. Another cutscene will play. Continue forwards, up a tall ladder and cross the next two rooms. There is a ghost trapped behind a meshed wall, shoot it several times and the ghost will reel backwards and connect the electric circuit. Return to the Lab. In the Lab a cutscene will play, and a different door opens, go here. * Checkpoint: Old School Armoury * Go through into the training room and pick up the weapon and grenade. A cutscene will play then a revenant ghost will burst in. Fight and capture it, and go through the broken wall. Capture the next revenant and climb up the ladder in the lift shaft. At the top go through the next door into a rest room. * Checkpoint: Old School Rest Room * Through the next door the staff room and secretary's room. Fight and Capture the blue spook ghost, shoot out the window in the secretary's room and climb through it to the outside. While outside collect the shotgun weapon from the trunk of Lazarus' car. Next climb up the ladder leading back into the school. In the next class room are two blue spooks. After capturing them and leaving the room a cutscene will play. Go along the corridor and down some stairs, then through the door into a classroom with a blue spook. The connecting door leads to the janitors office, pick up the shotgun ammo on the way through. You're now back in the school Foyer, and the main stairs are now cleared. Walk up them to the first floor, through a pair of double doors and into another rest room. Here the Lazarus finds out about Astral. After Lazarus captures the revenant that appears Astral will have a new ability. Use this ability by switching to Astral, fly left out of the rest room, up to the top of the stair well and into the lift shaft. Perform the Revenant ability above the broken lift and it will be pushed into position. Lazarus can now climb the ladder in the lift shaft. * Checkpoint: Old School Attic * In attic there are two revenants and a blue spook. [Hint: if this gets too difficult climb up to the slightly raised areas and the revenants will hide around a corner, giving a brief respite]. When they are captured the wall explodes showing Hawksmoor and Steele. Boss Fight: Hawksmoor's Knights There are three crossbow knights on the raised areas of the library, and a hammer knight in the center with Lazarus, all must be shot and captured. [Hint: Capture the hammer knight by throwing the grenade past it, then strafing back so the grenade hits it in the back, this will prevent it's shield blocking the grenade. Or get up close and upper cut the grenade in. Hide under the archways and between the bookshelves to get cover from the crossbow knights]. After the boss fight Lazarus will get new kit from the Lab. Go through the portal into THE SWAMP realm. The Swamp Realm --------------- * Checkpoint: Swamp Graveyard * In this section you must keep out of the sight from the howler ghost. Let the howler open the doors and sneak in behind it. In the STATUE HUB the howler will dig up some blue spooks. Capture them all, then hide from the howler again as it opens the final door to the crypt. Follow the howler in, let it go to sleep in the crypt and then capture it. You will need to capture at least one of the howlers as they provide Astral with a Charming ability required later in the Swamps. Pick up the crowbar and other items in the crypt. Use the crowbar on the far door in the STATUE HUB. * Checkpoint: Swamp Wood Cutter's Hut * Pick up the rusty key from the hut and go back to the STATUE HUB. Walk up the final door and a revenant will smash it down - so much for that rusty key! Capture the revenant and go up the hill, fighting the blue spooks on the way. Go past the CHURCH and out of the graveyard, over the bridge to the Mansion for a cutscene with Lady DeMonford. Then make your way back to the CHURCH. On the way Lazarus will get ambushed by Rednecks, and they will open the CHURCH doors, giving a new route. * Checkpoint: Swamp Church * Climb the ladder down into bowels of the church, into the Mausoleum and jump across the flooded room between the tombs. Fight the blue spooks that attack. Carry on through the Mausoleum, through some tunnels and out in the... * Checkpoint: Swamp Oakville Town * Run behind the houses and return fire with the snipers in the barn and the sniper in the rear window of the first house. Kill all three and a redneck croc will burst out of the fence. Go through this broken fence and left through the second house. Climb out of the front of the house on the ladder, then into the first house. Scare the howler out of the window, find it's patrol route and sneak behind it through the howler-only gates. If you haven't captured a howler yet capture this one to get an ability you need later. Go in the shed with the redneck snipers and down through the tunnels under a house. Go through the house killing any rednecks you meet, and then climb out of the upper windows into the next part of town. * Checkpoint: Swamp Oakville Houses * Run between the houses, fight the redneck snipers, climb through the flooded barn and fight the redneck croc. A bunch of redneck snipers will shoot out of a ruined house, and then retreat backwards. Follow them and fight them. Go through the printing press building, and then into the Townhall (pick up the shotgun here if you missed it in the school). Climb all the stairs into the belltower, and shoot the bell. A cutscene will play, and the door on the upper balcony will open. Go through here and continue. * Checkpoint: Swamp Townhall * Enter the swamplands and fight the rednecks that are fending you off. [Hint: Hide behind cover and pop out of wallhug to fire, and use the sniper rifle to get headshots]. Down the path, beyond several waves of redneck snipers and redneck crocs, the path is blocked by fallen rocks, and there is a detonation plunger and fuse wire, but no dynamite. Head back and take the alternate route near the up turned car in the pool of water, over the rocky path to the bayou. Fight your way through to a shack in the distance, inside pick up the dynamite explosives and items. * Checkpoint: Swamp Bayou * Run out of the shack and around the back and sides of the bayou to take a short cut back to the rocky path. Return to the boulders that were blocking the way, plant the dynamite and blow it up! Head over the metal bridge, shoot the snipers on the cliff and waterwheel, and go into the door that leads to the underground mines. * Checkpoint: Swamp Mines * Run through the mines until you reach a cave where the water is blocking the way. Round in the previous cave is an Astral swap point, change to astral and fly into the water in other cave. Fly into a flooded room with wooden walls and ladders. Perform Astral's revenant ability over the damaged floor panel, fly in this lower cave and find a mine shaft leading up to the power room. Go solid using Astral's revenant ability and hit the switch on the diesel generator, and this will lower the water enough for Lazarus to now be able to use crouch through the small tunnel which used to be flooded. Having switched back to Lazarus, crouch through this tunnel and run out into the valley. Dispatch the snipers and use the next door to re-enter the mine room. Shoot the hook holding the pump nozzle so it falls into the water, draining the rest of the room of water. Then climb down the ladder, up the next and collect the dynamite. Return back outside and use the dynamite to blow up the rocks to create a route forward. There is a redneck sniper on a guard tower on the waterfall, next to the sniper is an explosive barrel, shoot it to blow up the guard tower, and it will fall into the water create a bridge to the Compound. * Checkpoint: Swamp Valley Compound * Sneak along with the howler and avoid the Redneck Sniper looking out over the compound. Wait for the howler to open the gate and run out behind it. Go left into another mine. Use the monkey bar to cross the water, the howler will spot you and close the door. Use the Astral swap point, fly directly upwards to a control room. Use Astral's charm ability to attract the howler close to the wire fence (this was gained earlier but captured a howler as it slept), and then using revenant mode turn on the fan switch nearby. Let the howler fly out of the door, opening it, giving a way out. Climb over the water fall and into the caverns, climb around the rocks and shimmy edges and fight the swamp liquid beast. * Checkpoint: Swamp Cavern * Exit the cavern towards the redneck village. The rednecks will defend their village, after they're all defeated the gates will open. Explore the redneck village and find a truck that has it's engine running. Push the truck down the hill and it will reveal a tunnel hatch. Climb the ladder down this into the subterranean tunnel system. * Checkpoint: Swamp Redneck Village * Run along this tunnel and climb out, and go into the hut with the three hanging pieces of metal. Mimic the sound [HINT: #1 = left, middle, right. #2 = left, middle, right, right. #3 = left, middle, right, right, left]. The liquid beast will rush out of the tunnel grate, opening it up. Deal with the beast and then climb down the ladder. Run through the next tunnel and climb out into a new area. Find another tunnel entrance and climb down it, avoid the liquid beast until you can wade to higher ground, shoot and capture it. Walk through the water into a small tunnel with a ladder, climb up and walk into the next room. A cutscene will play. * Checkpoint: Swamp Redneck Prison * Lazarus awakes with no weapons in a prison cell you past earlier. Wallhug through the gap in the corner, and in the next cave switch to Astral at the save point. Swim through the tunnels and caves and find the room where Lazarus was captured, fly through and up a tunnel shaft into the Redneck Boat to meet the chief. After a cutscene Lazarus appear back at DeMontford Mansion at nighttime. Enter the Mansion... *Checkpoint: Swamp Evil Mansion Entrance * Down the stairs you will meet a ghost girl who will run away. Chase her into the kitchen room. She will transform and the teddy monster will attack. Capture it and the door outside the kitchen will open. In the next corridor the lights will go out, and the doors will fold back on themselves. The ghost girl will jump through the walls, and is only vulnerable when recovering from a wall jump. Use the warp-doors rather than the longer corridor route to quickly wrong-foot the girl, shoot her to force her to change into the Teddy. Capture the teddy to release the doors back to normal. In the next big room the ghost girl will run through the wall, and the warping doors prevent you from getting to her. Search and capture the ghost boy who is wandering around the room. Once captured two of the doors will change back, allowing you to follow the girl, find and capture her. When she is captured all the doors will go back to normal, letting continue into the dining room. * Checkpoint: Swamp Evil Mansion Dining * There is a picture painting which has pieces missing, these can be found in the basement and attic. Head right down a spiral staircase, and then down another into the basement. Another ghost girl will jump through a wall. Go through the door surrounded by skulls, and it will lead to secret room where the ghost girl is. If she has already recovered, it will be too late to shoot her and she'll jump through the ceiling. To catch her now, backtrack through the skull door and it will return you to the upper rooms. She'll keep jumping through the floors and walls until you catch her whilst recovering. When she has been captured the skull door will change it's destination and lead to a dungeon, in here is one of the picture pieces. Go up towards the attic, deal with the ghost boy and continue to attic proper. Once you've captured the two ghost boys the ghost girl will stop being invulnerable and change to the teddy which can be captured. When the teddy is captured the door to the bedroom next door will open. In here is the other picture piece. Use the two pieces in the picture and it will become a real place, and you can walk through into the painting. * Checkpoint: Swamp Weird Mansion Entrance * Run through all the rooms, killing the ghost teddies as they attack. [Hint: there is ammo hidden under the Christmas tree in the room with night-light]. * Checkpoint: Swamp Weird Mansion Dining * The caged ghost girl will tell you a riddle, to put the stars in the sky. Head right down the stairs into the basement, kill the two ghost teddies and pick up the kaleidoscope. Use this on the picture painting where the caged ghost girl is and the door to the attics will open, and the girl will give another riddle. She wants the date of her death. Go up to the first attic room, find the projector and switch through all the pictures until you find out the number. Then shine your regular torch in the zoetrope to find the next. Two teddy's will spawn, one will drop a lens for the torch. Use this lens and shine it on the walls, one of the wall will a code written in blood. With all three number Laz knows the date. Go back and see the ghost girl in the cage and she will run out and attack. When she is captured Astral will now have the spectral ability. Use this in the first attic room to pass through the ceiling (marked by the green slime) into the main attic. Once here use revenant ability to open the door switch. Lazarus can now access the attic and the bedroom beyond it. Go here and find the trapped redneck girl. Follow the redneck girl out of the room, through the house and out of the painting. * Checkpoint: Swamp Mansion Gantries * There is a cutscene with the redneck girl and Lady Demontford. Follow the girl across the gantries, until the path gets smashed, where you need to climb back onto the barn and slide down the zip line. Boss Fight: Swamp Phantom On the next island a big crocodile will attack. Shoot its belly a few times and it will puke up the swamp phantom. Then stand in front of the wooden porches to get the phantom to swipe the buildings and anger the crocodile. Do this three times (all the porches) and a cutscene will play. * Checkpoint: Swamp Final Fight * Run with the redneck girl back into the graveyard to the STATUE HUB. Stand near the statue so the boss will swipe at it, and separate from the crocodile. Now run away from the crocodile and lure it to the phantom, so they attack each other. After they have fought together a few times they will have low enough health to be captured. Haunted School "New School" Realm --------------------------------- With your new weapon climb the scaffolding in the Lab to go back to the SEWER, and then to the Foyer. There are some double doors blocked by debris, which can now be blown away by the new grenade launcher weapon. This gives access to the New School * Checkpoint: New School Exterior * Run into the new school buildings, run forward and see a cutscene. The library is haunted by poltergeists and the stairs cannot be used. Go and find the science block that is accessible (on the left as you entered the school buildings). Go in the first room. All the poltergeist rooms require you to find a way to create smoke or water to reveal the poltergeists, which can then be captured. In room one, turn on the television in the sink to make it explode, and then shoot out the window to make the smoke spread. In room two, turn on the electric fan. In room three, shoot the compressed gas cylinder and shoot out the window. In room four, picture up the chemical beaker, place it on the Bunsen burner in the air cupboard and turn on the switch for the air conditioner. Go to the janitors room and turn on the water mains. In room five, shoot out the sprinkler system nozzles on the ceiling. When all the poltergeists are captured Astral will have the Poltergeist ability, and can smash down the blockage at the entrance of the other science block. * Checkpoint: New School Science Block * All the lights are out, so precede with care. There are death angels and revenants blocking the way. At the end of the block there is an attachment for the grenade launcher to pick up. This will allow the grenade launcher to fire smoke grenades. Go back to the library and use the smoke grenades to capture the poltergeist. * Checkpoint: New School Library * A cutscene will play introducing the librarian and your task to collect two books. The first book is in the upper library, just further than the stairs. Take this back to the librarian for a cutscene, and then place it on the first plinth to be warped into the book itself, to Hawksmoor's castle. Here run through the castle to see a cutscene of Richmond and Hawksmoor. The next book is outside in the car park, reached by going through the door in the upper library * Checkpoint: New School Car Park * Dodge the possessed diggers and get to the school bus to pick up the history book. Use the smoke grenades in the bus to reveal the poltergeist. With it captured the diggers are no longer possessed. Give the history book to the librarian, and then take it to the second plinth to be warped into the history book. Walk through the castle, listen the librarian's narration, and then walk through the door that opens and see a cutscene with Hawksmoor and the knights. With all the librarian's tasks completed you can go into the theatre for the boss fight. * Checkpoint: New School Theatre * Boss Fight: Hawksmoor's Matinee Massacre. Hawksmoor will first summon many death angels. [Hint: At the sides of the stage there are ladders leading up the lighting rigs. Here there is extra health]. After the death angels have been captured, Hawksmoor will summon some poltergeists. Use the smoke grenades to find and capture them. There will be a cutscene back at the Lab. Walk Lazarus through the portal again. Ship Realm ---------- * Checkpoint: Vehicle Holds * Get in the tank in the middle of the room and blow up the barrels marked flammable to clear a path. In the next area, collect some ammo from the back of a army truck, load it into the back of the tank and climb in. Shoot the door in front. [Hint: shoot the soldiers with the tank!]. Capture the soldiers and go onwards. In warehouse, capture the soldiers again. Reinforcements will be called, and a gatling gunner will come out of the lift compartment. To capture it you have to shoot his shoulder helper first. Then go up in the lift. * Checkpoint: Warehouse * Shoot the red lever that is high on the wall, this will open the pressure doors and release a blue spook, then leave and go to the next room. * Checkpoint: Cold Storage * In the next room do the same, find a position where you can see and shoot the switch to open the door. In the next sealed room, change to Astral and use the poltergeist ability to clear the debris. To do this position Astral between the switch (surrounded by carcasses) and the broken up shelves - it is those shelves that you're about to blast out of the way. Then shoot the switch and leave the room. Continue forward to the kitchens. Deal with the gatling gunner and the solider in the following room. * Checkpoint: Ship Promenade * There is a short cutscene. Fight your way along the promenade and up to the top of the ship. [Hint: the room the gatling gunner bursts out of has grenade launcher ammo and health in it]. On the roof you'll see a cutscene with the tentacles and the soldiers. Fight the solders and walk to the front of the ship, to the bridge. There is a cutscene in the bridge. * Checkpoint: Ship Bridge * Leave the bridge, down the stairs and into the cabins. Avoid touching or getting very close to the attack tentacles. Walk slowly and crouched when near the hearing tentacles. Time your movement carefully to not get spotted by the sight tentacles. Follow the red fuse to the detonator and blow up the tentacles. The blast will break down a nearby door giving another route, go into this room. Avoid the tentacles through the next few rooms and blow them up, too. * Checkpoint: Ship Cabins * Following the corridor around the corner, the room on the left with tentacles has a detonator plunger and fuse wire but not any dynamite. Go first into the room around to the right of the corridor and collect a piece of dynamite. Then sneak around the tentacles [Hint: stick to the left hand wall and crouch], plant the dynamite, sneak back and detonate it. The explosion will kill the tentacles but also blow a hole in the floor, allowing you to climb down to the Ballroom floor. To get into the ballroom, find the Astral swap point in one of the surrounding rooms and fly through the air vents. Inside, Astral needs to use her poltergeist ability to clear the debris from around the door, allowing Lazarus to open it from the outside. * Checkpoint: Ship Ballroom * Inside the Ballroom there are several groups of tentacles with fuse wires beneath them, but no explosives. Collect the dynamite from the cabins that surround the ballroom, and take them back into the ballroom and plant them at the base of the tentacles around the room. The detonator plunger is at the side of the staircase on the lower level. With the tentacles and the exit door blown up you can progress into the service stairs, marked crew only. Go up one flight to reach the funnel. * Checkpoint: Ship Funnel * Climb across the monkey bars, run to the left and climb down the ladder. Deal with the blue spooks that attack. Jump over the two gaps left, clamber up, clamber back down, then climb down a ladder, walk left, monkey bar across the funnel, clamber up onto a ledge and run back over the top of the monkey bars. Jump left again a few times and climb down the next ladder. Detonate the explosives at the plunger at the base of the ladder, this will blow up some walls and reveal some side cabins. In the lower side room is an astral swap point, use this because the water level is stopping Lazarus making further progress. [Hint: The upper side room has extra energy and health pick ups]. Fly Astral under the water level and leave the funnel to reach the lower service stairs. Swim around to the left over a gap in the floor and them around to the right. A cutscene will play. Then swim Astral left and around, over then past the large pump machine, and use the poltergeist ability to shut the jammed door. Then fly back up to the top of the pump and use the revenant ability to turn it on. This will lower the water level in the funnel, allowing Lazarus to climb down the final ladder. Run Lazarus into the service stairs, go down one level to the bottom and find the exit slide door. * Checkpoint: Ship Engine Rooms * Turn the wheel to open the hatch to the engine rooms. Clamber down onto the large pipe, and then clamber off the pipe immediately to the left. Run off the structure onto the walkways around the side of the room and follow them around to a pair of big double doors. In the piston room Lazarus will be ambushed by soldiers. Captured all the soldiers and explore to find the small room at the top of the walkways, in here a cutscene will play as Lazarus meets Fortesque again. Fortesque will be running the gauntlet at the other side of the piston room, without his head, and you must distract the tentacles with gun fire so they do not detect and eat him as he walks past. [Hint: Shoot all the tentacles with your pistol to attract them]. Fortesque will plant the dynamite at the double doors, which you can detonate, and then go into the room with the sleeping ship beast. A cutscene will play. Go left and climb up the ladder to the engineering rooms. * Checkpoint: Ship Engineering Areas * Avoid the tentacles that eat the soldiers, and make your through the rooms and find the first trapped mechanic, who is stuck to the wall. Walk up to him to free it. Run across the top walkways of the furnace rooms again, then climb down the sets of ladders and use the Astral swap point. Fly Astral under the water and across the piston room to find the second mechanic. Then continue with Lazarus to where Fortesque was avoiding the tentacles, up the ladder and on to the final mechanic. * Checkpoint: Ship Beast Awakes * After freeing the final mechanic a cutscene will play and the boss fight will begin. Boss fight - Ship Beast Avoid and shoot the beast until Fortesque arrives in a tank. The tank will fire shells into the beast, and if you shoot these they will explode and the beast will release a soul. Capture the soul as it float up into the air. [Hint: If you cannot see the shells lodged in the beast, look for the target cursor turning red, or just pepper the beast with pistol bullets]. Do this while avoiding the beast's attacks and after capturing three souls the Beast will transform back into Captain Kraken. Prison Realm ------------ After a quick visit back to the Lab in the school, Lazarus will find himself on a prison island. * Checkpoint: Prison Docks * Run off the pier onto the docks, turn left and circle back up the ramp to the right, and into the building. Make your way through the building, picking up the ammo and health items on the way. Out the other side, turn left and head towards the church. Fight and capture the prison guards [Hint: the baton guards are extremely tough at close range, try to shoot them from afar!], and run through the church, picking up the new Lasso weapon on the way. Run across the outcrop and enter the sewer pipe. * Checkpoint: Prison Sewers * To get out of the sewers go right out of the pipe, then left at the first junction and right at the next. Stick to the sides of the sewer to move faster and shoot the prison guards that possess the revenants. Up the ramp and out of the sewers leads to a lift which takes you down into the filtration plant. * Checkpoint: Prison Filtration Works * Work your way across the rooms and around to the Astral swap point. With Astral fly into the room with the very high ceiling and fly upwards to the rail tracks which wrap the sides of the area. Using poltergeist ability smash the two vulnerable pairs of rails and activate the three track switches. [Hint: Use Astral first person view to find out which these are]. Then use the new possession ability to take control of the ghost miner at the very top of the room and start digging at the rocks. [Hint: You get the possession ability after capturing 3 prison guards]. The mine cart will fall down all the tracks and become a platform which can be clambered up. Take back control of Lazarus and climb over the mine cart to reach a new area. Take the lift up towards the furnace and steam pipes. * Checkpoints: Prison Steam Pipes * Dodge the bursts of steam by timing the movement carefully, doing the same for the turning wheels - contact with them will cause damage. Then climb the ladder into the shower room. Take out the guards and clamber onto the upper walkway and turn off the alarm switch to open the doors below. Left the area and go into the Medical Centre * Checkpoint: Prison Medical Center * Kill the guards in the ward and then go forward into the operating theatre. Capture the surgeon and the summoned guards to open the door leading out to the courtyard. Get past the revenant in courtyard and enter the prison reception. * Checkpoint: Prison Reception * Go through the small corridor on the right to reach the visitors room, and answer all the phones. Then go back into the foyer and up the stairs into the upper room. Change to Astral, fly down through the hole and into the control room with the prison guard. Use Astral's possession ability to take control on the guard, and walk it to the control panel and activate it to open one of the gates. Leave possession mode and fly Astral through opened door, turn left, go forward and then up through the gap in the ceiling. Fly down the next hole into the prison armoury. Fly through into the hall with the pool tables and out into the corridor. Turn right and fly all the way to the end, and up through another hole in the ceiling. Fly along and down again into a cell with a trapped revenant. Possess the revenant and smash down all the walls which are cracked & weak to create a path for Lazarus from the visitors room through the canteen to the big set of double security doors. [Hint: Hold down both R1 & R2 to perform an overhead smash with the revenant]. Pick up the rose that was dropped by the apparition in the visitors phone room. Run Lazarus through the reception areas and into the security doors, and hit the switch to close one door and open the next. * Checkpoint: Prison Cell Block * Run through the cell block into death row, where there are 6 cells, three of which are open. Go into the middle cell on the right and place the rose in the vase. The world will change and the cell will lead into a house. Up the stairs turn right, go into the bedroom, admire yourself in the mirror and then pick up the photo on the bed. You will be taken back to the cell. Go back to the first cell on the left and place the photo in the frame, and again the world will change allowing access to a house. Go up the stairs and to the left and talk to the crying girl in a cutscene. You'll return to death row again. Go back into the cell with the rose vase, and transported to the house pick up the teddy bear from the alternate version of the girls room. Warped back to deathrow, go into the photo frame cell, back into the house and give the girl the teddy bear. She will exchange it for a miniature bridge. Go to the final cell and put the bride in the dolls house. * Checkpoint: Prison Deathrow * Prison Boss: Electric Guardian A cutscene will play and you're fighting the electric guardian. Stay at a distance to avoid the electric attacks and do as much damage to the boss as you can. You'll need to do a lot of running around to stay out of danger. If he does get up close to you side step around him so the boss has to move again to face you, interrupting his electric attack. If Richmond takes too much damage he will die too, so keep him protected where possible. This is a good time to use your more powerful weapons such as shotgun up close, explosive grenade launcher etc. When the guardian has been damaged enough he will de-materialize and jump into the wires on the walls as electricity. As the doors open run back through deathrow. When at the cell block with the revenants shoot out the electricity junction boxes to keep the revenant's cells closed. Capture all the revenants and go with Richmond into the security doors. On the other side follow Richmond down through the workshop and into the generator room. Here the electric guardian will reform. There are three large electric generators in the room, these provide the Electric Guardian with power for special attacks and recharge his health. You must shoot the control panels which are on the sides of all three generators, otherwise the guardian can keep recharging his energy. Disable the generators, do enough danger to the Electric Guardian, he will fall and a cutscene will play. * Checkpoint: Prison Scrapyard * Run through the lines of scrap metal until there are two poltergeists blocking the way. Either use your smoke grenades or shoot out the engine of the truck to create smoke. With both captured you can progress. In the next area is a water tower with a poltergeist holding an object out of reach. Shoot the nozzle on the water tower to soak and reveal poltergeist. Once captured it will drop the piston to the ground, pick it up and attach it to the car crusher appliance, then activate it. Go through to the next area. * Checkpoint: Prison Junk Yard Challenge * Run forward and Richmond will come to your assistance, allowing you see the poltergeists with the binoculars. In first person view turn on the binoculars' filter to see, fight and capture the poltergeist. The barrier of cars will collapse allowing you through. Scrapyard Boss: The boss is controlled by poltergeists. The first is hovering in front of the boss, the second is perched on it's shoulder and the third behind its back. The first is quite easy to capture. The second you should run a distance away, hit it with the capture grenade and then quickly do damage to capture it. The third is difficult; run through the boss's legs and spin around to quickly hook the poltergeist with the capture grenade, before the boss has a chance to turn around. After those three are captured the scrapyard boss will collapse. Follow Richmond out to the light house. After a cutscene Richmond will take your broken goggles to use with the lighthouse beam. As the beam spins around it reveals the final poltergeist on the boss's shoulder. Hide in the ruined buildings until you have a clear shot at grenading the poltergeist. Military Base Realm ------------------- * Checkpoint: Military Base Hub Gates * The base's decontamination system means that each area must be cleared of ghosts before the doors will unseal. Protect Richmond whilst there are ghosts and follow him at other times. Initially, capture the first two blue spooks to open the first two doors. Follow Richmond into the command centre and he will give some information about the base. Follow him out of the room, capture the next blue spook and go into the decontamination doors. * Checkpoint: Military Base Command Sector * In the circular core, dispatch the death angels so Richmond can hack the computer and open the next decontamination doors. Go through those doors into the depot. Capture all the ghostly original-ghost hunters to set off the depot alarm. Clamber up onto the containers and shimmy along the walkway and climb up. Run along the walkway, climb across the monkey bars and then run along the next walkway to reach the switch for the isolation chamber. Clamber down the big drop off the walkway, and capture the revenant that charges out of the isolation chamber. With all the ghosts captured Richmond can open the cargo doors, follow him down. * Checkpoint: Military Base Depot Lift * Follow Richmond to the ghost experimentation room, capture the scientists that transform into spooks and go down the in the corner with Richmond. Capture the revenants in the room you come to, follow Richmond again to the Briefing Room for a cutscene. * Checkpoint: Military Base Briefing Room * Follow Richmond through the next set of decontamination doors, into the core and then down the ramp to level 4 of the base. From another set of holding doors, down a corridor then past Hawksmoor's castle. * Checkpoint: Military Base Castle * Continue following Richmond until you reach a lift. Activate the switch to be taken down a level. Run on at the bottom and a cutscene will play, and then another. * Checkpoint: Military Base Munitions Depot * Move DigitalRichmond forwards and kill the two blue spooks in the munitions depot. Turn left into the corridor, kill the next two blue spooks and move on to the next junction. Kill the two blue spooks and revenant and then turn right, through the doors across the core. After the next doors the robot will fall through weak floors down to the next level. Turn right and go through the room with the ghost containment pods, killing the ghosts as they appear. Continue in that direction, out into the corridor until you come across a small computer room on the right hand side. Enter this room to see a cutscene with Richmond. After that, leave the room and continue down the corridor in the same direction (right out the doorway) and go into the next small room on the right hand side, and there will be a Cutscene with Lazarus. Astral Lazarus: Fly upwards into the machinery and follow the white pipe into a spherical container with four windows, and fly through the open one into a transparent pipe. Fly into the core, go clockwise (left) at the junction, around the circle to the vertical pipe and fly up. Fly up for two levels, then fly clockwise a few meters and take the sideways pipe out of the core. Take the next pipe downwards, then left (or clockwise along the pipe arc) further down the pipe until you come out into a big empty space. Turn right here and keep flying to hit the checkpoint and see a cutscene. * Checkpoint: Military Base Core * Boss Fight: Finale! After the cutscenes you will face Hawksmoor and all his minions in a final battle. The techno gun has two modes, a rapid fire mode just tapping the button and a continuous stream by holding it down. The former is better for on-foot enemies like revenants, and the stream is good for holding aim on flying ghosts like death angels. The first wave of enemies are blue spooks and revenants. Kill them and take pot shots at Hawksmoor as he flies around. Then there are liquid beasts and Teddy Monsters. After that death angels and prison guards. [Hint: a tactic for the tough guards is to run away, turn around and hire rapidly and continue backing away until they get close, then run properly again!]. Then fight with Hawksmoor until he's defeated! ------------- // Secrets // ------------- Extra Items: * In the Swamps valley exterior after the first mining caves, immediately after blowing up the cliff face with dynamite follow the wall around to the right to reach a hidden area with health and ammo pick ups. * In the Ship after meeting Fortesque in the bridge, after detonating the section explosive charge, head back into the cabin rooms to find a hole in the wall created by the explosion, which leads to a room with extra health and ammo. * In the Prison, a few meters on from where you can pick up the Lasso weapon, there is a tower at the back of the church. Look upwards here and use the capture grenade to grab the bonus health and ammo energy pools which are hidden up by the ceiling. * In the Prison, in the cell with the revenant which needs to be possessed next to the canteen, has some grenade launcher ammo. * In the Military Base, in the command room where Richmond uses the hologram, there are two little side areas, these both have health pick ups. * In the Military Base, in the depot where the fight with the original hunters takes place, up the ramp at the back of the area, hidden behind storage boxes are several health and ammo pick ups. Oddities: * Old School, in the classroom before the janitors office, there is a slide projector with haunted images which can be shone onto the wall * At the start of Oakville Town, if you walk into the first barn at the back of the field after the first three redneck snipers have been killed, there is an ambush of three more redneck snipers. * In the evil version of Demonford mansion in the room with the pillars, before capturing the ghost boy, walk through the door with the burning red flame next to it. The flame will then change to another door. Go through the doors denoted by the flame to be taken to the balcony above the room (and an easy way to capture the ghost boy). * In the weird version of Demontford mansion, in the basement where the kaelidoscope is dropped by a teddy ghost monster, there is a door surrounded by skulls. Walk through here to see the corpse of Lady Demondford swaying on a rocking chair - she was a ghost all along! * When possessing the revenant ghost in the prison realm, holding down R1 and R2 together causes an overhead smash attack. * Shine the ultra-violet torch lens at the hand drawn pictures in the girl's room, in the Prison Deathrow murder puzzles.
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