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G H O S T H U N T E R
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Ghosthunter Walkthrough by RaccoonCityPD (c).
Another 100% Complete Guide by RaccoonCityPD - only on www.gameFAQs.com
All text copyright Jason Beks, 30 February 2004 (c).
Email questions to: jbeks@hotmail.com (ensure Ghosthunter is in the subject
line).

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I N D E X
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1. Copyright
2. Controls
3. Objective
4. Health
5. Ghost Energy
6. Capturing Ghosts
7. Hints & Tips
8. Walkthrough 100%
9. Secrets
10. Credits

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1. C O P Y R I G H T
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Ok - for starters, don't knick my work and write it off as your own yada yada
yada. If this walkthrough appears anywhere other than www.gameFAQs.com you'll
know it's been plagurised, modified or stolen. Offenders will have their souls
torn asunder and devoured by my unholy legion of spectral beasties. Now let's
go ghosthunting...

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2. C O N T R O L S
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LAZARUS JONES
left thumbstick - move character
right thumbstick - move camera/target enemy
triangle - toggle first person view
circle - enable/disable hunting mode
square - weapon secondary action (when available)
x - perform action (context sensitive)
L1 - access weapon select dial (use right thumbstick to select weapon)
L2 - toggle between fixed aim mode and advanced aim mode
R1 - fire/hunting mode
R2 - throw capture grenade
R3 button (double-tap) - reset camera behind character/180 degree flip in
hunting mode
control pad up - stand
control pad down - crouch
select - inventory
start - pause

ASTRAL
left thumbstick - lateral movement
triangle - toggle first person view
circle - return control to Lazarus
square - return to flying mode
x - perform action (context sensitive)
L1 - access ghost ability select dial (use right thumbstick to select ability)
R1 - up
R2 - down
R3 button (double-tap) - recentre the camera

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3. O B J E C T I V E
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Your primary objective is to capture every single ghost that you have
accidentally released from the array. By doing so you will not only destroy the
evil Lord Hawksmoor, but save the life of your partner as well.

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4. H E A L T H
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Your health meter consists of 100 points and may be refilled by stepping into
the floating orbs of yellow light or by capturing orbs with the capture
grenade. Enemies may drop health orbs when damaged by gunfire.

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5. G H O S T   E N E R G Y
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Your ghost energy meter consists of 200 points and is used to power your
weapons and Astral's special abilities. Ghost energy may be refilled by
stepping into the floating orbs of blue light or by capturing smaller orbs with
the capture grenade. Enemies may drop ghost energy orbs when damaged by gunfire.
You can also obtain ghost energy by shooting rats.

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6. C A P T U R I N G   G H O S T S
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Novice ghosthunters may experience some difficulty capturing ghosts because of
the game's unnecessarily complicated shooting configuration. So listen up:

To capture a MOVING/FLYING ghost:
1) Press circle and the targeting sight will appear.
2) Move the targeting sight with the right thumstick and place it over the
ghost. If the ghost is targeted correctly the targeting sight will turn red.
3) Press R2 to throw the capture grenade at the ghost. It will stick inside the
ghost for a short time before returning to your hand automatically.
4) When the capture grenade is inside the ghost, press R1 repeatedly to shoot
the ghost. Repeat this process until the ghost implodes and is sucked into the
capture grenade.
It is important to keep moving with the left thumbstick as you target the ghost
with the right thumbstick - otherwise they will target your location and fire.

To capture a STATIONARY (STILL) ghost:
1) Press triangle and the targeting sight will appear.
2) Move the targeting sight with the right thumstick and place it over the
ghost. If the ghost is targeted correctly the targeting sight will turn red.
3) Press R2 to throw the capture grenade at the ghost. It will stick inside the
ghost for a short time before returning to your hand automatically.
4) When the capture grenade is inside the ghost, press R1 repeatedly to shoot
the ghost. Repeat this process until the ghost implodes and is sucked into the
capture grenade.

The capture grenade will only capture a ghost if the ghost has been
significanty damaged with gunfire first.
When the grenade has successfully lodged inside a ghost, the grenade icon will
appear in the top left corner of the screen.
The blue meter beside the icon indicates the ghost's health level. This meter
will decrease as the ghost absorbs gunfire. When the blue meter reaches zero
the ghost will automatically implode and become trapped in the grenade. The red
meter beside the icon indicates the length of time the grenade will remain in
the entity before being ejected. When the red meter reaches zero the grenade
will automatically return to Lazarus.

Once you have the spectral binoculars you will be able to see a ghost's health
meter without using the grenade. Health meters appear above the ghost's heads.

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7. H I N T S   &   T I P S
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Always keep moving if confronted by a aerial or shooting spectre. The second
you stand still enemies will target your location and fire upon you. You can
avoid projectiles by constantly moving as you aim.
First person view (triangle) should only be used to target ghosts requiring the
goggles (poltergeists) and stationary ghosts. Always keep moving when hunting
mode (circle) is on.

The capture grenade is essentially a flying disc that acts as a magnet, drawing
ghost enery (used to power weapons) or health into it's core. If you are low on
ghost energy or health, throw the capture grenade at any orbs of blue or yellow
light and they will be transferred automatically to your character's health or
ammo supply. The capture grenade can be used to collect ghost energy and health
orbs from great distances if thrown accurately.

Not every ghost can be captured with the capture grenade - some, like the
Crocheads, simply require gunning down.

Some ghosts can only be killed if the grenade is slammed into them at point
blank range.

Shield yourself behind objects if you are being targeted.

Headshots are deadlier, especially with the sniper rifle.

Once all enemies are cleared from an area the music will change to a slower
tempo, indicating that the area is now safe to explore.

You can only save your game when you reach designated checkpoints. This
walkthrough will advise you to save your game at most of these checkpoints.

It is easier to control the character if both X and Y invert controls are
switched to 'on' (see 'options' in the menu). This means that when you move the
right thumbstick leftward, the camera/targeting sight move leftward.

Resident Evil and Silent Hill fans will be relieved to learn that their
performance will NOT be ranked or graded at the end of the game, so take your
time, heal whenever you goddamn feel like it and enjoy the scenery.

This guide does not contain spoilers and will not ruin your adventure by
revealing surprises or plot details.

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8. W A L K T H R O U G H   -   1 0 0 %   C O M P L E T E
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- THE OLD SCHOOL -

Ok - just for shits and giggles hit the triangle button and blast away at the
trophy cabinets. Bloody good-for-nothin' smartass jocks...

Enter the open doorway beside the stairwell and proceed downstairs to the
basement.
Climb down the ladder into the sewer (if you press X while descending a ladder
you'll slide rather than climb down).
Wade through the sewer and enter the tunnel with the hanging sheets. Clamber
into the manhole.
Clamber down the scaffolding to enter the ghost lab. Approach the array (the
large metallic egg-shaped machine).
Now that you've unleashed hell on earth, walk up the small ramp and enter the
open hatch that has a single light above it.
Run forward and take the note from the ground. Enter the hatch ahead of you and
climb the ladder.
Run through the boiler room until you encounter a large Revenant lurking behind
the wire fence. To restore power to the ghost lab you must shoot the Revenant
until it becomes electrocuted.
Return to the ghost lab and approach the giant screen.

Now that the computer host is online, walk back up the small ramp and enter the
open hatch on your left.
Run through the storeroom and SAVE YOUR GAME.
Continue on until you emerge in a room with a large pit. Take the pulse rifle
and grenade from the bench.
Target the Revenant (circle) and throw the grenade at him (R2). While the
grenade is inside him, fire repeatedly (R1) until he implodes. If the grenade
returns to you prematurely, repeat the process from a distance. Back away from
the ghost with the left thumbstick if he gets too close, or cancel targeting
(circle) and run to the opposite side of the pit to reposition yourself.
Once the Revenant is dead proceed through the hole in the wall with the
targeting sight on (circle). Coax the second Revenant into the pit room and
capture him.
Proceed through the hole in the wall and climb the ladder.

Enter the door beyond the collapsed stairwell. Leave the bathroom by the door
nearest the basins and SAVE YOUR GAME.
Enter the open doorway and turn your targeting sight on (circle). Approach the
girl.
Target the ghost and throw the grenade at him (R2). While the grenade is inside
him, fire repeatedly (R1) until he implodes. If the grenade returns to you
prematurely, repeat the process from a distance. Back away from the ghost with
the left thumbstick if he gets too close, or cancel targeting (circle) and run
to a safer location. If the ghost begins to glow, make sure you move (left
thumbstick) from your current position or it will charge attack. Never remain
standing in the one spot or the ghost may also shoot at you.
Enter the next room, shoot the window and clamber outside.
Retrieve the shotgun from the boot of the car but be sure to re-equip your
pulse rifle (L1 and right thumbstick).
Climb up the ladder near the main entrance and enter the window.
Carefully enter the doorway and turn your targeting sight on (circle). Capture
the 2 ghosts - remember to keep moving (left thumbstick) or they will charge
attack or shoot you.
Proceed through the open doorway and head downstairs.
Enter the classroom, turn your targeting sight on (circle) and capture the
ghost. I'll remind you one last time - always keep moving (left thumbstick)
when a moving ghost appears, and remember to turn your targeting sight on the
second you enter a room.
Examine the projector and view the slides of Lord Hawksmoor.
Proceed through the door by the blackboard and take the ammo x 2 from the
workshop bench and shelf.

Leave via the fire exit door and you will emerge in the main foyer again.
Capture the 2 ghosts and proceed up the main staircase.
Enter the double-doors on the upper balcony.
Take the note from the hallway outside the bathroom and enter the bathroom.
Stand in the circle and press x to summon Astral, your spirit ally.
Capture the Revenant by luring him outside the bathroom and shooting him from
the top of the collapsed stairwell. Alternate using targeting mode and normal
running mode to escape his clutches.
Once he is dead return to the bathroom and summon Astral again (x).
Move Astral into the outer hallway and up the collapsed stairwell beside the
bathroom.
Position Astral above the elevator in the elevator shaft and press L1 and the
right thumbstick to use her new Revenant ability, allowing her to become heavy
enough to drop onto the elevator. Press circle to return control to Lazarus.
Enter the elevator shaft and climb the ladder.
Stand before the door at the top of the collapsed stairwell and SAVE YOUR GAME.
Enter the door and run immediately to the opposite end of the attic. Climb the
small stairs to the enclosed area and concentrate on capturing the flying ghost
first, always moving (left thumbstick) as you target him.
Once the ghost is dead, switch to the shotgun and coax the 2 Revenants into the
centre of the room. Returning to the safety of the enclosed area if they get
too amorous.
Once you have captured both Revenants, run through the opening in the wall to
trigger the cutscene.

You will fall through the floor and emerge in a large hall. Immediately run and
hide behind a column in the corner under the balcony - the crossbow knights
won't be able to target you behind the columns if you are positioned correctly.
Capture the hammer knight first by luring him between the columns and the wall,
using the shotgun to lower his health.
Then concentrate on capturing the 3 balcony knights by shooting them from
behind the safety of the columns with the faster pulse rifle.
You will arrive back in the ghost lab. Now you can study the spectres you've
captured by looking in the viewing window of the array. You can also get on the
tits of the dearly-departed by blasting them in the face with some steam
(square).
Anyhoo... once slappy has finished with the lecture and handed over the sniper
rifle and spectral binoculars, dive through the spectral gate and you'll appear
in...


- THE SWAMPS -

NOTE: Now when you enter first person mode (triangle) you will be able to
activate your spectral binoculars (x), which will enable you to see a ghost's
health meter above their head.

You will appear in an overgrown, lush graveyard.
In the air you will notice a Howler, a sort of floating pig ghost... thingy. If
a Howler spots you it will go ballistic and run away like a girl. Trouble is
the Howlers are the gatekeepers in the swamps, so you'll want to hide from
these guys as much as possible in order to make progress.
Hide behind the tombstone that is opposite the large gate and wait for the
Howler to open it. When you hear the sound of the rusty hinges follow the
Howler into the next area.
Climb the steps behind the tree and use the tombstones on the upper path to
hide from the Howler as it moves toward the second gate. Follow the Howler
through the second gate.
In the third circular area, hide behind the central statue and wait for the
Howler to excavate a ghost. Capture the ghost and allow the Howler to excavate
2 more ghosts, which you must also capture.
Hide behind the statue again until the Howler emerges to open the gate and
follow him through.

Descend the stairs into the crypt and take the ammo, crowbar and note from the
tomb.
Return upstairs to the previous circular area and use the crowbar to enter the
gate with the crucifix.
Take the rusty key from the undertaker's shed and return to the statue in the
circular area.
Hide and wait for the Howler to enter the crypt and return to it's nest.
Carefully approach the sleeping Howler, slam the grenade into his guts and fire
wildly into his face. Astral now has the Charming ability.
Return to the circular area and approach the large ornate gate near the statue
that is closed.
Capture the Revenant that comes crashing through the gate and enter this new
opening.
Run up the path and lure the 4 ghosts into the narrow area between the 2 stone
walls (one wall is pierced with branches). Capture the 4 ghosts and proceed
past the old weatherboard church to the covered bridge.
Enter the De Montford house to trigger the cutscene.
Cwazy ol' drag queen. Use the phone in the entrance hall and leave the De
Montford House.
Walk back across the covered bridge and follow the spectral villains into the
weatherboard church. SAVE YOUR GAME.


- THE DESERTED SETTLEMENT -

Climb down the ladder and enter the bowels of the church.
Jump across to the first floating coffin and capture the 2 ghosts that appear.
Jump across the remaining coffins to the exit.
Follow the tunnel to the outskirts of the ghost town.
SAVE YOUR GAME as you step onto the island ghost town.
The ghost town is riddled with snipers that are impervious to the grenade, so
remain behind cover at all times.
Equip the sniper rifle and run behind the large barn, where the car and truck
wrecks are located by the wooden water tank - if you run you will evade the
bullets. Stand near the water tank and target the sniper in the upper right
window of the house first. Remember - headshots are deadlier.
Once he is dead stand near the pile of 5 barrels at the corner of the barn. Run
to the left side of the large open barn door that opens onto the long fence (in
the barn's shadow).

Equip the shotgun and peek around the corner into the barn interior, aiming
upward at the 2 snipers on the upper balcony.
Once they dematerialise, run into the barn and collect the health/energy orbs,
but immediately return to your position in the shade by the fence, as 3 more
snipers will suddenly appear in the barn.
From the same position outside the barn door, shoot the remaining snipers in
the barn with the shotgun by carefully peeking around the door.
Once they are all dead familiarise yourself with the location of the wooden
ramp you used to access the island. You're gonna need it in a hurry...
Explore the fenceline outside the house and you will be attacked by a chainsaw
wielding Crochead hillbilly. Run back to the wooden ramp and hide inside the
house (if a Crochead charge attacks it can deduct a whopping 74 health points
in one hit!). When it is safe, return to the wooden ramp and kill him from a
distance.
Cross back over to the island and enter the hole in the fence made by the
Crochead.

Run into the large shed with 'Fitzgerald's' above the door and attract the
attention of a second Crochead. Lead him back to the wooden ramp to kill him.
Climb the external stairs of the Fitzgerald's shed to collect some ammo from
the upper balcony.
Enter the house opposite the Fitzgerald's shed and ascend the stairs.
Take the ammo from the round table and proceed through to the next room.
Clamber onto the dresser, climb out the window and descend the ladder.
Take the ammo from the porch on your right and enter the neighbouring house.
Climb the stairs and take the ammo x 2 and note.
Scare the Howler and run downstairs and hide. Carefully follow the Howler
through the gate with the cow skull above it.
Follow the Howler through the Fitzgerald's shed and through the exit gate.
Run to the narrow exterior wall of the long shed that is opposite the gate, and
shoot the snipers inside the shed.

Enter the shed and descend the stairs, following the path under the buildings.
Enter the hole that leads into the house ascend the staircase. Locate the open
window on the upper floor and climb down the ladder.
Run around to the left and SAVE YOUR GAME.
Run between the buildings and stables until you reach the shoreline. Backtrack
slowly to kill the 2 snipers, moving sideways to avoid their fire.
Take the ammo from the stable and return to the shoreline.
Climb the ladder and enter the building that is partially submerged in water.
The second you reach the ground a Crochead will appear. Run onto dry land and
hide behind the small shed by the fence on the hill. Kill the Crochead from
this location as he passes by the gap in the fence (it is usually safe to shoot
from this location, but if he is in pursuit, allow him to chase you around the
small shed - he tires of it soon enough).
Enter the dilapidated house and shoot the snipers in the next yard through the
broken window panes on the ground floor.
Leave through the hole in the wall in the back of the house and approach the
shoreline.
Carefully walk between the 2 buildings and approach the old greenhouses.
Cross the yard, running for cover when necessary and take out the remaining
snipers.
Your destination is the old printers' that is located at the end of the island.
Enter the room containing the printing machines and take the note from the
floor. Leave the printers via the open doorway and enter the mansion located
behind it.

Take the note from the floor in the entrance hall and head upstairs.
Enter the doorway beside the portrait and climb the stairs to the bell tower.
Shoot the fixture at the top of the bell to trigger the cutscene.
Return to the tiled room with the portrait and climb the short flight of steps
that lead to the dance hall balcony.
Cross the balcony and follow the passage until you reach the waterline. SAVE
YOUR GAME.
Equip the sniper rifle and slowly step into the next submerged room - snipers
are scattered throughout the woods outside.
Target as many snipers as you can from the safety of the submerged room, then
when the coast is clear run from cover to cover until you reach the dirt path
that terminates in a corrugated iron fence.
Clamber over the barrels quickly and hide behind the nearest corrugated iron
fence to avoid gunfire. Use the sniper rifle to take out the 3 nearby snipers.
Creep forward until you are ambushed by 2 Crocheads, then run like the clappers
back to safety on top of the previous barrels.
At your leisure, sneak back through the glade and kill the Crocheads, returning
to the safety of the barrels when necessary.
Once the Crocheads are dead, follow the path to a large pond and take the path
leftwards away from the pond.

Take the path between the boulders until you arrive at the edge of an expansive
swamp, inhabited by 4 snipers.
Make your way through the swamp, crossing from island to island where the water
is shallow. Your destination is the shack in the distance.
SAVE YOUR GAME inside the shack and take the ammo x 2 and dynamite.
Return back through the swamp to the path between the boulders.
Cautiously approach the large pond, as 4 snipers are scattered throughout the
woods. Walk down the left side of the pond, using the tree trunks for cover.
Follow this path until it terminates in a wall of rubble and boulders.
Plant the dynamite beside the wall and activate the detonator.
Carefully step onto the bridge, using the sniiper rifle to pick off the 3
snipers on your left.
Enter the door by the water mill and proceed through the tunnels until you
arrive at a checkpoint. SAVE YOUR GAME.


- THE MINES -

Move through the tunnels and take the note from the ground in the larger cave.
Cross the planks bridging the subterranean lake and follow the path around to
Astral's circle.
Summon Astral and have her return through the previous tunnel until she arrives
at the flooded T-intersection.
Swim under the water and enter the submerged cabin.
Use the Revenant ability to crash through the warped floorboards in the centre
of the room, allowing you to explore the area underneath the floor.
Locate the ladder and follow it upward to the next room that contains the pump
generator. Activate the generator and return control to Lazarus.
Have Lazarus return to the T-intersection and crouch into the small tunnel that
is now visible.
Continue moving through the tunnel until you arrive at the river bank.

Use your sniper rifle to take out the 3 snipers on the far bank.
Enter the door near the detonator and follow the tunnel to the miner's room.
Shoot the hook that supports the suction pipe and use the ladders to retrieve
the dynamite on the barrel on the far balcony.
Return to the river bank, place the dynamite beside the boulders near the
mining cart and activate the detonator, clearing the path.
Follow the cliff face around to the right and climb the ladder to retrieve
health and ghost energy orbs.
Return to the river bank and hide behind the large tree.
Shoot the sniper on the platform near the top of the waterfall, then shoot the
platform itself so that it tumbles into the river bed.
The debris from the platforms now forms a bridge across the river, near the
door to the miner's room.
Cross the river, enter the fort and SAVE YOUR GAME.
Hide and wait for the Howler to open the gate, then enter to the door set in
the mountain face. Retrieve the note as you approach the door.
Shimmey across the monkey bar and summon Astral.
Have Astral float straight upward into a room in the ceiling.
Use the Revenant ability to activate the fan switch on the panel left of the
table with the oil lamp.
Return to the lower cave and approach the Howler in the cage. Use the Charming
ability to trick the Howler into opening the door near the cage.
Return control to Lazarus and follow the Howler through the exit door.
Leave the mines and you will emerge outside near the waterfall.

Climb the ladder and make your way across the cliff face using the platforms
and ledges.
Enter the cave high in the cliff face and follow the tunnel to a flooded cave.
Clamber and shimmey across the ledges until you arrive at the Liquid Beast's
cavern.
Equip your shotgun and hide behind the boulder where the ammo is located. Use
the boulder to shield yourself from the projectile attacks. Remember to slam
the grenade into the beast first before firing.
Once the Liquid Beast is dead wade through the water and follow the tunnel to
the checkpoint. SAVE YOUR GAME.


- THE REDNECK VILLAGE -

You will emerge in an open area by the river. There are 7 snipers and 2
Crocheads scattered throughout the valley, so cautiously step across the bridge
until you draw gun fire. Return to the cave if you need to shield yourself.
Your destination is the redneck village behind the great fence on the other
side of the valley. The village gates will only open if all the enemies are
destroyed, so get busy.

Enter the village gates and locate the old truck that is idling. Stand behind
it and send it crashing through the building up ahead, revealing a manhole.
Climb into the manhole and run through the underground passage to the ladder at
the far end. Avoid the Crochead, as you achieve nothing by engaging him in
battle.
You will emerge in another part of the ghost village. Approach the well that is
inside the round shed and you will hear a series of musical chimes.
To unlock the well you must play this series of notes by shooting the metal
objects that are suspended from the ceiling.
To do this, stand in the doorway and aim (triangle). Hit the objects in the
following order:
left, middle, right
left, middle, right, right
left, middle, right, right, left
A Liquid Beast will escape from the well, so stand outside the shed and aim at
the beast from the safety of the yard.
Once he is dead climb into the well.
You will notice a second Liquid Beast behind some bars as you walk through the
underground passage - despatch him before climbing the next ladder.
In the final section of the redneck village, climb down into the manhole and
wade through the underground lake, following the left wall where the water is
shallower.
Climb the ladder to trigger the cutscene.

SAVE YOUR GAME.
Hug the wall where the shaft of light appears and step into Astral's circle.
Summon Astral and have her swim through the watery tunnel until she arrives at
the flooded cave containing 2 ladders.
Float up the furthest ladder that leads to the redneck's cabin. Explore the
remaining rooms to trigger the cutscene.


- THE DE MONTFORD MANSION -

Enter the mansion and SAVE YOUR GAME.
Take the ammo x 2 from the sitting room and admire the beautiful programming as
the red velvet drapes glide smoothly over your young, supple, body... ahem.
Return to the entrance hall and slip behind the sheet that conceals the doorway
to the basement.
Chase the little wench into the kitchen and slam the grenade into Teddy (the
daughters of Oakville) when it manifests, pumping it with gunfire before it can
slap you upside the head with the girl (now THAT'S violence).
Leave the kitchen and climb the staircase that is immediately outside it.
Ok - things start getting seriously surreal here kids so strap yourselves in.
Enter the first room on your left containing the mannequins and shoot at the
girl - she will escape through the ectoplasmic portal in the wall.
Return to the outer hall and wall hug to pass the section of broken flooring.
You will find the girl in the next room, containing the rotating silhouette
lamp.
Shoot her again and quickly return to the door at the end of the outer hallway.
This will magically transport you back to the beginning of the hallway, outside
the mannequin room where you will find the girl again.
Shoot her again, but this time enter the last door you used, which will
magically transport you back outside of the lamp room.
Enter the lamp room, shoot her again and Teddy should manifest.
Kill Teddy and leave the hallway via the door nearest the section of broken
flooring.

Continue onward until you arrive in a large spacious hall with many columns.
Ignore the girl and concentrate on the small shadowy form in the far corner of
the room - the sons of Oakville. It is essential that you destroy this little
chap from a distance, or he will attack in a relentless whirl of destruction -
trust me, he's mental.
Kill him and enter the doorway that is surrounded by tree roots.
Fight Teddy again and return to the large columned hall.
Enter the door directly opposite that leads to the bathroom for ammo and health.
Return to the large columned hall and enter the door on your left that leads to
organ chamber. SAVE YOUR GAME.

You must retrieve the 2 pieces of canvas that are missing from the painting
above the organ.
Enter the door on your right and descend the stairs until you arrive in a
flooded catacomb. Shoot at the girl AS she escapes.
Enter the door surrounded by skulls and take a few more shots at the girl AS
she escapes.
Follow her and you will arrive back in the flooded catacomb.
Ascend the spiral staircase and return to the attic containing piles of books.
Shoot her again AS she escapes and return to the flooded catacomb. Wash, rinse,
repeat until the little bitch sicks Teddy on you.
Once you have killed Teddy re-enter the skull door in the flooded catacomb and
you will find the first canvas piece.
Return to the organ chamber and place the canvas in the painting.
Enter the door on the right side of the chamber (facing away from the organ)
and ascend the stairs.
Stand at the top of the staircase and shoot the little shadowy bastard before
he goes all spinny and ballastic.
Cross the room and ascend the spiral staircase that leads to the attic room
with the 2 long beams.
Kill the 2 little twirling bastards from the safety of the doorway. This will
piss Teddy off so take it on next.
Once they are all destroyed enter the door on the far side of the attic and
retrieve the second canvas from the floor of the bedroom.
Return to the organ room and place the canvas in the painting.

Whoa - trippy. Step through the painting and you will end up back outside an
even more twisted incarnation of the De Montford Mansion.
Enter the mansion and locate the health in the sitting room before returning to
the basement via the entrance hall. SAVE YOUR GAME.
Teddy is back, only this time in spectral form. The grenade won't work on this
spectral form, so just use ghosthunting ammo.
There is health (and a lot of other sick shit) in the basement kitchen.
Ascend the stairs that lead to the hallway outside the mannequin/lamp rooms. A
large orb of ghost energy is in the mannequin room and ammo x 2 may be found in
the lamp room.
Continue through the hall until you arrive at the large columned hall. Kill the
2 Teddies.
Continue through to the opposite door and enter the organ chamber. SAVE YOUR
GAME.
As you approach the girl, she mutters:
"...We'll never talk, this man and I, until the stars shine in the sky".
Whatever sweetie.
Take the right door that leads to the flooded catacomb and shoot the 2 Teddies
from the spiral staircase.
Once they are dead retrieve the kaleidoscope attachment for your pulse rifle.
Enter the skull doorway and check out Lady De Montford. Creepy...
Ascend the spiral staircase back to the organ chamber and aim your pulse rifle
at the sky in the painting above the organ. Cycle through the light settings
(square) until the kaleidoscope (stars) appear.

As you approach the newly-opened door, the little girl will mutter:
"... What fires your dreams unlocks my death, the date I took my final
breath..."
Cryptic lil' twit isn't she?
Anyhoo - head through the door on your left and ascend the stairs.
Switch on the projector and cycle through all 9 slides until the number 11 is
revealed.
Now shine your pulse rifle light at the lamp in the corner until a skipping
girl appears on the wall and you hear:
"...I've been to hell, I've never seen heaven, the number you need is 87..."
Kill the 2 Teddies that appear.
Pick up the lens that mysteriously appears and shine your torch on the wall
near Astral's circle. Cycle through the lights until the ultra-violet light
reveals handprints and the number '10' on the wall.
10th November 1987. Disco.

Return downstairs to the girl in the organ chamber and give Teddy what for one
last time.
Astral now has the Spectral ability.
Return upstairs to the slide room and summon Astral.
Have Astral enter the ectoplasmic portal directly above in the ceiling using
her new Spectral ability.
Approach the locked door and unlock it by pressing the switch beside it, using
the Revenant ability. Return control to Lazarus.
Ascend the spiral staircase and cross the attic to the girl's bedroom.
Follow her back to the organ chamber and enter the new portal above the organ.


- THE SWAMP REVISITED -

Follow the girl through the swamp and SAVE YOUR GAME.
Once the alligator blocks your path, return to the submerged shack and use the
ladder to climb to the roof.
Equip your shotgun and clamber back down to the wooden ramp.
Make your way to the land mass and shoot the alligator until he regurgitates
the Swamp Phantom. Charming.
Ammo is useless on this pair at this stage, so don't even bother.
Simply lure the Swamp Phantom towards 1 of the 3 shacks and he'll swing the
alligator towards you, demolishing the shacks and consequently pissing off the
hungry alligator.
Once all 3 shacks are destroyed the alligator decides enough is enough.

Follow the little girl back to the circular area with the central statue and
SAVE YOUR GAME.
Your first task is to separate the 2 enemies. Do this by standing beside the
statue as the Swamp Phantom swings at you, destroying the statue.
Then you must coax the 2 of them back into battle with each other, by luring
the alligator back toward the Swamp Phantom - this is the only way to lower
their health - ammo is futile.
Do this 3 times and then use the grenade to capture them.


- THE NEW SCHOOL -

Now that you have the grenade launcher you can enter a few more of the rooms in
the
Return through the warp gate (opposite the array) and climb up into the manhole
that leads back to the old school.
Take the path through the sewers and return to the groundfloor main foyer.
Climb the staircase and blast open the boarded door with the grenade launcher.
Switch back to the pulse rifle and kill the resident ghost.
Return downstairs to the main foyer.
In the adjoining corridor containing the lockers are 2 more boarded doors -
blast them open and kill the ghosts in each room.
Return to the corridor and blast the stack of desks and chairs at the end of
the corridor. Proceed through the opening into the new school area.

Climb down the stairs and enter the new school building. SAVE YOUR GAME.
You will emerge in the middle of a T-intersection.
Take the left passage and enter the first set of double-doors you come upon.
If you are low on health or ammo, check the bathrooms on both the ground floor
and first floor before entering any of the numbered rooms.
You must enter each of the numbered rooms (1-5) in order.
Each room contains an invisible poltergeist (or 2) that will hurl furniture at
you if you remain stationary. Poltergeists are only visible with your
binoculars on (x) in first person view (triangle) in misty or smokey
environments. You must create these conditions in each room before you are able
to see and attack them. Most importantly keep moving.
Room 1 - switch on the television set that rests in the sink to fill the room
with smoke. Run around the perimeter of the room and blast away at the
poltergeist using your binoculars, grenade and pulse rifle.
Room 2 - hide behind the fan on the teacher's desk. Switch the fan on and
quickly target the 2 poltergeists.
As you approach room 3 a Revenant will appear. Run back to the staircase near
the wing entrance and shoot him from the safety of the staircase.
Room 3 - switch on the fan and shoot the gas canister. Hide behind the desk and
target the 2 poltergeists.
Room 4 - quickly grab the flask from the bench and enter the small room behind
the classroom. Place the flask on the bunsen burner and turn the fan on.
Target the poltergeist from the safety of the smaller room.
Head upstairs and you will encounter 2 more Revenants.
Enter the janitor's room and turn on the water.
Room 5 - shoot the sprinkler system jets in the ceiling, then target the
poltergeist.
Astral now has the Poltergeist ability.
Return downstairs and enter the double-doors at the bottom of the stairs.

Return to the middle of the T-intersection.
Take the right passage and enter the first set of double-doors you come upon.
Summon Astral and use the Poltergeist ability to blast through the debris
blocking the hole.
Return control to Lazarus and enter the hole. SAVE YOUR GAME.
You must follow a series of dilapidated passages and platforms to retrieve the
smoke grenades for your grenade launcher. Proceed slowly as you will encounter
a large number of Revenants and black ghosts along the way. Even though you
will be reminded to use your torch, it is easier to see the black ghosts
without it. Look skyward and always keep moving.
Once you have the smoke grenades return back via the same route to the middle
of the T-intersection. As you proceed forwards to the library you will trigger
a cutscene.

Enter the library and SAVE YOUR GAME.
Lure the poltergeist towards the entrance until he throws all 3 of his
projectiles (2 stools and a television set) into the outer hallway. He won't
retrieve items from here.
Step inside the library and pump the ground in front of the service desk with
smoke grenades. The poltergeist will run circuits around the desk - as he
passes, blast him with the pulse rifle.
Ascend the staircase and find the doorway that leads to the spiral staircase.
Before descending the spiral staircase, take the diary from the floor.
Descend the spiral staircase and cross the carpark, carefully navigating the
haunted cranes to retrieve the book from the bus. Ammo is located behind the
dumpster near the pickup truck.
Return the 2 books to the service desk and then place them on the corresponding
podiums located on the upper storey.
Endure some pointless meandering in Hawksmoor's castle and a very lengthy
history lesson from the old bat.
Once both books have been returned, leave the library, SAVE YOUR GAME and enter
the theatre directly opposite the library.

To defeat the horde of black ghosts summoned by Lord Hawksmoor, simply keep
moving around the perimeter of the theatre and target the nearest enemies first.
To defeat the poltergeists, again, strafe around the perimeter of the theatre
and use the smoke grenades and binoculars to reveal their location. The
poltergeists will always throw the single chairs that aren't fixed to the
floor. Once you see the chairs move, blast them with smoke and the pulse rifle
from a safe distance.


- THE GHOST SHIP -

Enter the cargo hold and climb into the armoured tank.
Blast the fuel barrels, then leave the tank and proceed through the new path.
Enter the second cargo hold and take the missiles from the rear of the truck
and load them into the back of the tank that faces the closed metal door.
Blast the closed metal door and any ghost soldiers that appear.
Once you have sufficiently weakened the platoon of bumbling soldiers, step
outside the tank and finish them off with the grenade from the safety of the
previous room.
Once the coast is clear move forward through the hole in the metal door.

Your destination is the elevator in the large warehouse up ahead. The path is
littered with soldiers, so take adequate cover and pick them off one at a time.
The soldier guarding the elevator is particularly deadly, so approach him
carefully or he'll turn you into swiss cheese. You need to slam the grenade
into his guts from point blank range and kill the little guy who straddles the
gatling gun he's holding.
Ascend the elevator and SAVE YOUR GAME.

Step into the freezer locker, shoot the lever that regulates the air
conditioning (hidden behind the crates near the ceiling) and capture the ghost.
Same drill the next 2 rooms.
In the third room, summon Astral and position her in front of the doorway. Face
into the room and use the Poltergeist ability to crash through the pile of
toppled shelving near the doorway.
Return control to Lazarus and proceed forward until you arrive at the kitchen.
Weaken the soldier with the gatling gun and sprint through to the other side of
the kitchen before he recovers.
Kill the guard in the pantry and step into the carpeted hall.
SAVE YOUR GAME and trigger the cutscene.


- THE KRAKEN -

Follow the passage and retrieve the ammo on the floor behind the stairwell.
Climb the stairs to the promenade deck and take out the soldiers. Search behind
the crates near the top of the stairs for ammo.
Creep slowly along the deck until a soldier with a gatling gun bursts through
the wall. Kill him from close range and enter the hole from which he emerged.
Take the ammo and health.
Return to the deck and climb the stairs. Take out the remaining soldiers using
the lifeboats for cover.
Take the ammo from the small booth on the deck and climb the ladder to the
upper deck.
After the cutscene, run behind the metal vents and kill the 2 remaining
soldiers.
Search the deck for a health orb and approach the bow of the ship to trigger
the cutscene.

Blimey - ol' Fortesque bangs on a tad hey what. Basically, you must destroy the
tentacles that plague the ship by blowing them up with tnt.
Leave the control room and climb down the staircase to the passenger's
quarters. SAVE YOUR GAME.
Take the note from the opulent sitting room and run past the tentacles into the
adjoining passage. It is always best to avoid the tentacles, as they are
impervious to gunfire.
Follow the detontator fuse through the bedroom and adjoining rooms until you
emerge in the passage with the detonator. Activate the detonator and destroy
the tentacles.
Enter the next room that contains the writhing tentacles and run to through the
rooms on the left, following the detonator fuse to the detonator. Activate the
detonator and destroy the tentacles (if you backtrack you will notice that the
blast created a hole in the wall of a previous room. Enter this hole for health
and ammo x 2. Follow the fuse back to the detonator).

Continue onward through the passage and past the desk. SAVE YOUR GAME.
You will notice a room on your left that contains a detonator (unfortunately
not yet connected to tnt).
Follow the detonator fuse into the bedroom and take the note from the small
room.
Return back to the outer passage and enter the room that is opposite the room
with the detonator. Switch on the dictaphone and take the tnt from the floor.
Return to the detonator and follow the fuse into the room with the 3 tentacles.
Quickly place the tnt at the end of the fuse and return to the detonator.
Activate the detonator and return to the room of tentacles you just blew up.
Clamber into the hole in the floor.
Take the health from the small room.
Take the note from the table and the tnt from the floor in the adjoining room.
The outer passage is U-shaped. Enter the outer passage and turn right. You will
find a second bundle of tnt in the second last room, beside the bed.
Return to the outer passage and run to the opposite side of the U-shape.
In these rooms you will locate another dictaphone, health, ammo and 2 more
sticks of tnt (search the smaller room and look beside the bathtub).
You should now have all 4 sticks of tnt.
The final door at the end of the U-shaped passage opens onto a room containing
Astral's circle.

Summon Astral and have her float through the rusty ducting to the ballroom.
Use the Poltergeist ability to remove the debris blocking the door on the upper
balcony.
Return control to Lazarus and enter the door that appears in the middle of the
U-bend in the outer passage.
Enter the ballroom and SAVE YOUR GAME.
You will notice four detonator fuses placed at intervals along the upper
balcony. Place tnt at each fuse point and descend the main staircase to the
ballroom.
Locate the detonator under the stairs and blast the tentacles.
Return upstairs and enter the double-doors at the top of the staircase.
Ascend the rusty stairs in the ship's hull and SAVE YOUR GAME by the dictaphone.

Navigate your way down to the bottom of the ship's funnel, capturing the
ghost's that appear along the way - always keep moving from side to side, as
the narrow short ledges don't allow much chance for escape or cover.
Detonate the tnt at the bottom of the funnel and enter the hole that leads to
Astral's circle.
Summon Astral and have her enter the doorway that lies submerged under the
water.
Take the first turn on the left and trigger the cutscene.
Continue onward through the watery tunnel, ignoring the open hatch door.
Follow the tunnel to the end and float upwards.
Pass by the circular glass casing, enter the open hatch door and descend into
the water.
Use the poltergeist ability near the base of the giant pump to remove the
debris that blocks the hatch doorway.
Return back through the open hatch door to the room with the circular glass
casing and use the Revenant ability to activate the pump controls.
Return control to Lazarus.

Return to the funnel and descend the ladder.
Activate the dictaphone and proceed downstairs to yet another dictaphone. SAVE
YOUR GAME.
Turn the wheel to open the hatch in the floor.
Climb into the hole and navigate your way through the vast engine room to the
metal double-doors at the bottom.
Step into the next engine room and chase the soldiers, capturing each with the
grenade.
Once the area is clear enter the room in the corner on the upper balcony to
trigger the cutscene.
There are 2 round platforms that overlook the area where the tentacles play
with Forteque's headless body. You must stand on the rightmost platform and
distract the tentacles with gunfire so Forteque's body may plant the tnt near
the detonator.
Return downstairs and detonate the tnt. Proceed through the double-doors near
the detonator and behold - the Kraken.

Trigger the cutscene and climb the ladder on your left (facing the beast).
Run through the various engine rooms, ignoring the soldiers and tentacles until
you arrive at a metal stairway leading downwards. SAVE YOUR GAME.
Descend the stairs and approach the mechanic who is fastened to the wall on the
ground level. Release him.
Climb up the opposite metal stairway and continue onward around the vast engine
room's balcony, through the metal double-doors and down the ladders to Astral's
circle.
Send Astral into the water to rescue the second mechanic who lies underwater at
the opposite end of the engine room.
Return control to Lazarus and cross the metal walkway over the water.
Climb the ladder near the section of broken flooring and enter the double-doors
to retrieve the dagger of Poseidon from the floor, rescue the last mechanic and
trigger the cutscene. SAVE YOUR GAME.

This boss battle presents the most challenging and difficult level in the
entire game, far moreso than the final confrontation with Lord Hawksmoor.
Before attacking the beast, run around the floor area and collect any ghost
energy/health orbs first.
To destroy the Kraken you must wait for Fortesque to shoot an artillery shell
into the beast's mouth. Then you must shoot the artillery shell with any
weapon, causing a massive explosion inside the beast.
This will release the monster's human soul, which will temporarily float around
the ceiling before returning to the beast again.
You must use your grenade and gunfire to capture the human soul as it floats
above the beast, all the while avoiding the projectiles issuing from the
beast's tentacles.
The safest way to destroy the beast is to remain on the righthand side of the
room, with the beast before you and the stage on your right.
To unleash the human soul, strafe sideways along the side of the room and aim
at the artillery shell once it has lodged inside the beast, always moving.
After the explosion, run and hide behind the pillar on your left that is
nearest the oval opening containing the round table.
Using the pillar as a shield, aim upward and search the ceiling area for the
human soul. Once you have it in sight, throw the grenade at it and wear it down
with gunfire.
You must entrap the soul 3 times before the Kraken will retire.
Always keep moving or the Kraken will target your location with projectiles or
worse, spit the artillery shell at you.


- THE PRISON ISLAND -

Take the note and health from the dock.
Walk along the wharf until you notice a Revenant in the distance - hide behind
the cranes and take him out.
Next, target the sniper on the water tower, followed by the sniper on the
balcony.
Run up the slope and enter the doorway that opens onto the room with the dead
shark.
Climb the stairs in the adjoining room.
Enter the bathroom at the end of the passage if you require health, but return
to the top of the stairs.
Take the ammo x 2 from the counter in the next room.
Proceed forward along the corridor and take the note from the desk with the
computer monitor. Take the ammo that sits on the floor beside the desk.
Descend the stairs and return outside.
Run along the wharf and target the 4 guards that patrol the belltower.
Astral gains the Possession ability after you have captured your first guard.
The slope upward leads nowhere, but extra dialogue is heard if you explore this
route.
Move through the pass and enter the belltower to retrieve the spectral lasso.
The spectral lasso works like a spiritual vaccuum cleaner, quietly yet
efficiently draining enemies of their energy. It requires a hell of a lot of
ghost energy though to fuel it.
Run through the belltower and enter the round tunnel set into the cliff face.
SAVE YOUR GAME.

Peek into the sewer and draw the attention of the patrolling guards and
Revenants. Retreat back into the smaller tunnel in crouching position to kill
them.
Turn right into the large sewer, then left, then right again until you come
upon a slope leading out of the water.
Follow this path to the elevator. Ride the elevator to the checkpoint and SAVE
YOUR GAME.
Proceed forward into the first circular tank room.
Kill the guard on the opposite ledge and climb down into the water.
Climb up to the central platform and immediately arm yourself, as a guard
suddenly appears before you. If he begins to attack, return to the water and
target him from the previous ledge.
Cross the narrow bridge and enter the barred gate. You are now in the second
circular tank room.
Target the guard on the opposite ledge and climb down into the water. Quickly
climb back up the ladder again when another guard appears in the water, and
target him from the top of the ladder.
Cross the water to the opposite ledge and follow the path to a third circular
tank room. Take the note near Astral's circle.

Summon Astral and have her return to the second circular tank room with the
crates floating in the water.
Float upward and you will notice 3 circular mine cart tracks around the
periemeter of the room.
The top 2 tracks each have a weak point, indicated by a slightly different
colour. Astral must use the Poltergeist ability on these weak points to create
gaps in the tracks (do not confuse these coloured weak points with the coloured
sections of track near the track direction levers and small tunnels).
Once both gaps are created in the tracks, Astral must activate the track
direction levers on all 3 tracks using the Poltergeist ability.
Astral must then use the Possession ability on the miner who toils away near
the ceiling.
Once the mine cart has crashed into the water (all that for a bloody stepping
ledge - jesus), return control to Lazarus.
Move back to the second circular tank room and kill the guard wading in the
water.
Climb down into the water and use the mine cart to reach the previously
inaccessible ledge.
Enter the barred gate and ride the elevator upwards. SAVE YOUR GAME.

Crouch and follow the route through the steaming pipes and large cogs.
You will emerge in the shower block in the prison (watch your bum).
Kill the guard on the tiled floor, then clamber onto the upper balcony and kill
the 2 sniper guards.
Hit the switch on the rotating red light and return to the floor level.
Enter the barred gate and proceed through to the cell block. SAVE YOUR GAME.
Carefully step through the prison hospital ward and kill the guards that appear.
A lone phantom protected by several guards roams the operating theatre - kill
them all. Head upstairs for health and ammo x 2.
Enter the outer courtyard and kill the Revenant.
Cross the courtyard and enter the plush marble entrance foyer.
Take the doorway on the right that leads to the visitor's room. SAVE YOUR GAME.
Answer each phone in turn. Your goal is to retrieve the rose that lies on the
otherside of the visitor's window.

Return to the marble foyer and move upstairs.
Take the note and summon Astral.
Have Astral float through the floor and possess the guard in the security
control room, just near the hole. Make the guard activate the gate switch.
Astral must now find her way through the prison, using the holes in the
ceilings and floors until she arrives at an imprisoned Revenant.
Possess the Revenant from behind and make him crash (R1 & R2) through the walls
that appear structurally unsound, until he arrives in the visitor's room. Crash
through the partition of windows and return control to Lazarus.

Return downstairs to the visitor's room and kill the Revenant.
Take the rose from the floor of the visitor's room and step through the broken
wall.
Turn left and kill the guard in the security control room.
Return to the broken wall in the corridor and enter the dining hall for health
and ghost energy.
Enter the Revenant's cell for ammo.
Return to the dining hall and proceed through to the adjoining corridor.
Cross over the film of water in the corridor and kill the guards in the
activity room. Take the ammo from the table.
Kill the guard in the basement room and help yourself to an abundance of ammo
and ghost energy.
Return to the corridor and enter the heavy metal studded door. Activate the
switch by the chair and proceed through the opposite door.

SAVE YOUR GAME and run past the Revenant cells to the far end of the prison.
Take the 2 notes from the open cells and place the rose in the vase.
Whoa - acid. Climb the staircase and check out the mirror in the master
bedroom. Wicked, huh? Take the photo from the bed.
Place the photo on the wall in the correct cell and return upstairs.
Enter the little girls' bedroom to trigger the cutscene.
Enter the cell with the rose and return upstairs to the girl's bedroom.
Use the ultra-violet light on the drawings on the wall to see the hidden images.
Take the teddy from the floor and enter the cell with the photo.
Return upstairs and accept the bride from the girl.
Place the bride in the cell with the chapel model and SAVE YOUR GAME.

To defeat the ghost of Agglin, equip your shotgun and distract him. If
Professor Richmond dies the game is over, so don't let Aglin near him, and
don't shoot Richmond by accident. Always keep moving in a circular pattern
around Agglin - don't let him trap you between the rows of seats, stay near the
back wall where you have more room to encircle him. Agglin will target your
location with a bolt of electricity if you stand still.
Once you've worn him down with gunfire, Agglin will transform himself into pure
electricity. Follow the electrical current to the heavy metal studded doors.
If you shoot the electronic locks on the Revenant's cells before the current
reaches them, the cells will remain locked. It's more fun however to fight the
rampaging Revenants, as they are quite easy to evade.
Activate the switch that opens the heavy metal studded door. Follow Richmond
through the workshop and down the stairs to the generator room.

Equip the shotgun. Your main priority is to target the control panels on each
of the 3 generators, from where Agglin draws his power. Facing the room from
the doorway, the panels appear on the right sides of each generator.
Once all 3 generators have been destroyed, circle around Agglin and fire at
close range until he expires.


- THE JUNKYARD -

Run through the junkyard and SAVE YOUR GAME at the checkpoint.
When you arrive at the old truck with the glowing headlights you will be
attacked by 2 poltergeists. Equip the smoke grenades and use the binoculars to
capture the little bastards. Always try to keep moving. The poltergeists remain
in the same spot atop a pile of debris, so strafe around their location and
pump the debris with smoke grenades to reveal the enemies.
Climb through the old rig cabin to enter the next area.
To retrieve the piston that operates the gate, shoot the tap attached to the
water tank - this will reveal the poltergeist.
Kill the poltergeist and place the piston in the operating panel. The switch to
open the gate is on the side of the operating panel.

Proceed through the gates and SAVE YOUR GAME at the checkpoint.
Kill the poltergeist and follow Richmond.
Now you can't say this game doesn't deliver. Behold - the Mecha-beast.
The Mecha-beast is animated by 3 poltergeists.
Target the first poltergeist near the Mecha-beast's rude bits, always firing
from a safe distance.
The second poltergeist sits on the Mecha-beast's right shoulder.
The third poltergeist is on the Mecha-beast's back - the only way to target him
is to run through the giant's legs and quickly turn around and aim upward once
the beast has passed over you.
Once the Mecha-beast is dead follow Richmond past the shed to the lighthouse.
Wait for Richmond to pass the ultra-violet lighthouse beam over the Mecha-beast
to reveal the poltergeist. Keep strafing sideways to avoid the fire blasts.
Capture the poltergeist with the grenade.


- THE UNDERGROUND MILITARY FACILITY -

Capture the 2 ghosts that haunt the area in which you begin.
Follow Richmond into the holographic navigation room. Take the health from the
2 smaller rooms and follow Richmond back to the outer passage.
Turn right into the passage and target the ghost that lurks ahead.
In the deadend passage on your right you will find a health orb.
Follow Richmond into the elevator and SAVE YOUR GAME.
Kill the 2 ghosts in the central hub chamber and follow Richmond into the next
elevator.
The cargo bay is littered with ground troops - take cover by the large crate
just inside the entrance and pick them off one by one.
You will find some ammo located near the corpses. Follow the ramp above the
Revenant's cell to find ammo x 3 and health and ghost energy orbs.
Return to the ground floor area and walk up the wooden palette that leads to a
stack of cargo containers. Climb the containers to access the balcony.
Travel around the balcony until you locate the switch that opens the Revenant
cell.
Release the Revenant and kill it from the balcony. Drop to the floor from the
ledge near the switch.
Follow Richmond down the ladder into the loading bay.
SAVE YOUR GAME.

Follow Richmond into the cryostatis room. Kill the 3 ghosts before joining
Richmond on the elevator.
Activate the elevator and ride it downward.
Kill the 3 Revenants in the green tunnel and follow Richmond into the lab room.
Leave the lab after the cutscene and SAVE YOUR GAME.
Follow Richmond to the right and enter the next elevator together. You will
arrive back at the central hub chamber.
Follow Richmond down the ramp and enter the next elevator.
Follow Richmond into the underground cavern and SAVE YOUR GAME outside the
gothic castle. Don't waste your time collecting all that free health and ammo
either - it's a cocktease, trust me.
Follow Richmond to the next elevator and walk ahead to trigger the cutscene.
Follow Richmond into the massive containment sphere. Wow - what a prick.

Ok - now we're seriously bitchin' - sorta. This mean mother has unlimited ammo
but CANNOT heal, so don't be a hero, don't frig around and keep moving.
Ignore the ghosts in the cavern and enter the metal sliding doors ahead.
Step into the corridor and turn left, ignoring the ghosts.
At the junction room, ignore the Revenant and turn right into the elevator.
You will emerge in the central hub chamber. Turn left and enter the elevator
that is opposite the walkway that connects to the central column.
Ride the elevator and step forward until you fall through the floor.
Ignore the ghosts that appear and enter the green tunnel. Ignore the ghosts
that pour from the tunnel and follow this route to the end.
Enter the next corridor and enter the doorway directly ahead labelled LEVEL
3B-1 LAB ROOM.
Enter the first room on the right to trigger the cutscene.
Return to the outer corridor and turn right.
Enter the next doorway directly ahead labelled LEVEL 3B-1 LAB ROOM.
Enter the first room on the right and approach the viewing window.

Now that Lazarus is back in control, the boy's gotta go find his body and do
some serious payback.
Float directly upward and enter the tube.
Travel along the glass transparent tube until you reach a T-intersection.
Move to the opposite side of the transparent ring and locate the tube that
leads upwards.
Float upwards 2 levels and then take the tube that leads away from the central
hub.
Where the tube terminates, float downwards and follow the final tube to the
checkpoint. SAVE YOUR GAME.
Continue onward to trigger the cutscene.


- THE FINAL BATTLE -

Once the resurrection machine has done it's thing, Lazarus earns a new weapon -
the techno gun. This weapon destroys ghosts without the use of the grenade, so
simply fire away. It can fire short bursts or deplete ghost energy when the L1
button is depressed for longer periods (although this seems to do flap all).

The final battle is quite basic. Hawksmoor will unleash waves of familar
enemies upon you - ghosts, Revenants, Teddies, guards, Liquid Beasts. Keep
moving at all times and target each enemy individually.
There's nothing here you haven't faced before, so don't let the numbers
intimidate you. Providing you keep moving you'll never be in danger of attack.
The enemies also drop copious amounts of health orbs, so you should be right as
rain. Just run in a semi-circular circuit around the balcony, patiently
ploughing through anything that gets in your way until all enemies are defeated.

Once the waves of enemies are gone, simply target Hawksmoor until he is dead.
Prepare yourself for an extremely pissweak ending to an otherwise brilliant
game.

____________________________________________

9. S E C R E T S
____________________________________________

In the OLD SCHOOL, have Lazarus enter the workshop room and stand before the
poster of the bikini-clad girl. He'll wolf-whistle in appreciation. Yeah, I
know - pretty crap secret, but I had to put something in here.

____________________________________________

10. C R E D I T S
____________________________________________

Thanks to Sony for this exquisitely-detailed horror title - real shame about
the ending (I mean who didn't wanna see Hawksmoor get his ass blasted through
his face?) but a minor irritation considering the overall beauty of the
environments, the unsurpassed voice-acting talents, the cutting-edge special
effects and diversity of gameplay. Really appreciate the love, enthusiasm and
painstaking detail that went into this title. A sequel, please.

Thanks again to 'adarkervision' for his ongoing friendship and inspirational
walkthroughs.

And finally, thanks again to my dog, who as always sits patiently by my side
for weeks until these guides are finished. Love ya buddy. Love ya to death.

If you've enjoyed this walkthrough look for other RaccoonCityPD walkthroughs
only on www.gameFAQs.com

Ghosthunter Walkthrough by RaccoonCityPD (c).
Another 100% Complete Guide by RaccoonCityPD - only on www.gameFAQs.com
All text copyright Jason Beks, 30 February 2004 (c).
Email questions to: jbeks@hotmail.com (ensure Ghosthunter is in the subject
line).