HHH HHH AAA UUU UUU NNNN NNN TTTTTTTTT EEEEEE DDDDDD HHH HHH AA AA UUU UUU NNN N NNN TTTTTTTTT EEE DDD DD HHHHHHHH AA AA UUU UUU NNN NNNN TTT EEEEEE DDD DD HHH HHH AAAAAAAAA UUU UUU NNN NNN TTT EEE DDD DD HHH HHH AAA AAA UUUUUUUUU NNN NNN TTT EEEEEE DDDDDD HHH HHH OOOOOOOOO UUU UUU SSSSS EEEEEE HHH HHH OOO OOO UUU UUU SSSS EEE HHHHHHHH OOO OOO UUU UUU SSSS EEEEEE HHH HHH OOO OOO UUU UUU SSSS EEE HHH HHH OOOOOOOOO UUUUUUUUU SSSS EEEEEE Haunted House FAQ/Walkthrough For: Nintendo Wii {-------------------------------------------------} { Table of Contents } {-------------------------------------------------} { 1.1 Story } { 1.2 Game Play } { 1.3 Controls } { 1.4 Tips } { 2.1 Walkthrough } { 2.1.1 Mansion Floor 1 } { 2.1.2 Mansion Floor 2 } { 2.1.3 Mansion Floor 3 } { 2.1.4 Mansion Floor 4 } { 2.1.5 Mansion Floor 5 } { 2.2.1 Attic Floor 1 } { 2.2.2 Attic Floor 2 } { 2.2.3 Attic Floor 3 } { 2.2.4 Attic Floor 4 } { 2.2.5 Attic Floor 5 } { 2.3.1 Basement Floor 1 } { 2.3.2 Basement Floor 2 } { 2.3.3 Basement Floor 3 } { 2.3.4 Basement Floor 4 } { 2.3.5 Basement Floor 5 } { 2.4.1 Catacombs Floor 1 } { 2.4.2 Catacombs Floor 2 } { 2.4.3 Catacombs Floor 3 } { 2.4.4 Catacombs Floor 4 } { 2.4.5 Catacombs Floor 5 } { 3.1 Lists } { 3.1.1 Trophy Room } { 3.1.1.1 Treasures } { 3.1.1.2 Grandpa's Journal } { 3.1.1.3 Amanda's Diary } { 3.1.1.4 Zachary's Chronicle } { 3.1.1.5 Coins } { 3.1.1.6 Lights } { 3.1.1.6.1 Non Offensive Lights } { 3.1.1.6.2 Offensive Lights } { 3.1.1.6.3 Magical Lights } { 3.1.2 Weapons } { 3.1.3 Monsters } { 4.1 Frequently Asked Questions } { 5.1 Disclaimer/Copyright } { 6.1 Contact Information } {-------------------------------------------------} {-------------------------------------------------} {1.1 Story } {-------------------------------------------------} Archeologist and explorer Grandpa Silverspring used to tell his grandchildren Jacob and Silvia Silverspring stories about his adventures. One day he disappeared and was never heard from again. Nearly thirty years later, his grandchildren receive a cryptic letter from Spirit Bay. Determined to find their Grandfather they set out together to Spirit Bay where they find Graves Mansion. A storm brews and they are forced into the mansion for shelter. The door shuts behind them and will not open. A Ghost appears and steals their Cell Phone: their only Source of Light. Now they must find their way through this haunted mansion and hopefully learn the truth about their Grandfather's disappearance. {-------------------------------------------------} {1.2 Game Play } {-------------------------------------------------} Game play is not difficult and should be entertaining to a wide audience. If you're looking for an action or a "true" horror game look somewhere else. In spite of the fact that your character can die, there is no true violence or gore in this game. Your character never bleeds and the strongest indication of damage being taken is that the screen becomes rimmed in Red. The monsters also do not provide much in the way of graphic violence in that all of them, even the animals, simply disappear in a cloud of purple smoke. For the most part the name of the game is exploration. You can play as either Jacob or Silvia Silverspring, it doesn't matter which you chose, their abilities are exactly the same, you just get a different character sprite and they say different things as they explore the house. The house is very dark and your character will be seen only as a glowing pair of eyes. It is possible to make out some shapes in the darkness but smaller objects will be hidden to you. The primary objective of the game is to search various objects such as chests, shelves, and cabinets around the house that will drop items. These items vary from different Sources of Light, which can be used to light up the room and illuminate the character, to Treasures and Journal Entries. You can also find Coins but these serve no purpose in the game. Light Sources will burn out in the game and there are several of them varying in burn out time and intensity. There are a few Sources of Light that never burn out. These Light Sources are required to defeat certain enemies and will appear in a boss room if the character has dropped it beforehand. It is possible to use up every Light Source in the beginning levels but the abundance of Light Sources is supposed to counteract this. It is not possible to beat a game without occasionally using a Light Source as some lights will open passages that cannot be opened otherwise. Monsters wander the house and can do damage to your character. Monsters can be "killed" by using a strong Source of Light or by luring them into the light of Fireplaces. The intelligence of the monsters is poor and they will simply follow after your character even into the light of a Fireplace. This is the only way to destroy monsters in the first few levels of the game. However, it is not necessary to destroy a monster to get past it. Avoiding the monster or luring it out of a room is also an option. Fireplaces are the "safe zones" of the game. Your character starts each level next to one and there are several others that can be found in various rooms. Except for the initial Fireplace in a level all other Fireplaces are not lit and you must light them using a Light Source found in the game. Lighting a Fireplace saves the progress made up to that point and if your character dies he or she will regenerate at the last Fireplace you lit (not the one closest to where you fell). Monsters (with the exception of Gray Gargoyles, Red Skeletons and Reapers) that come into the light of a Fireplace will take damage and try to escape from the harmful light so you can stand in the light of a Fireplace with no fear of monsters. Standing in the light of a Fireplace will also regenerate your character's health. Your character's life bar is a picture of your character on the bottom left corner of the screen. The picture starts out with the smiling face of your chosen character. As you get hurt the smile fades, the character becomes frightened, the skin turns gray, and finally the picture becomes a skull. The only way to restore lost health is to come near a Fireplace and stand in its light or to pick up (rarely found) Health Icons. Health Icons vary from Small Health Icons which restore 20% of your life and Large Health Icons which restore 100%. Health icons appear as several floating globes of light staying in a single area. There are four levels of the house consisting of five floors making the game twenty levels long. For each level four of these floors will be exploratory floors and the fifth consists of a boss fight. Boss fights can be tough as there is a large abundance of enemies and usually no way to restore your health. Also, due to a glitch, it is possible to be killed even after you have won a boss fight and have lost control of your character. While this game is aimed at a wide audience it is filled with glitches which make it very frustrating to play. In some cases, boss characters will continue to hurt and even kill your character after being defeated and you have lost control of the character. Sometimes enemies that are caught in Magic Light won't die until several seconds after they have been exposed and can still attack your character. There are times when a monster will attack from half a screen away and though they didn't actually touch your character you will still take damage. It is also possible to become stuck in a level. Some doors require a specific colored Lantern to be lit in order to pass through them. If your character carries a Lantern through the door, drops the Lantern behind the door, and then goes back through the blocked door, it is impossible to find a replacement Lantern and if the door leads to a room that is required to complete the level you have no choice but to start over as there is no way to continue. {-------------------------------------------------} {1.3 Controls } {-------------------------------------------------} The game requires both the Wii Remote and the Nunchuck to play. Control Stick/Control Pad: Move Right, Left, Up, Down. A Button: Action/Select B Button: Use Light Source/Cancel Menu Options C Button: Select Light Source + Button: Pause/Open Menu 1 Button: Switch Treasure in Trophy Room Shake Remote: Get out of fear mode {-------------------------------------------------} {1.4 Tips } {-------------------------------------------------} Tip 1: NEVER drop a Lantern behind a door that requires its light to open. The game doesn't take into account that you can't reach the Lantern. It only notices that you found the Lantern and have not used it up, therefore, you cannot find a replacement and you cannot return to get the lamp you dropped. If you drop a Lantern behind its specific door, you're doomed to start the level over. Tip 2: Don't drop any stackable Sources of Light other than Matches in the same room as you find another one of its kind. If you drop more than one Source of Light in the same room as you find another you might lose the extras. For example: You have three Cell Phones. You find another Cell Phone in a searchable object, and then find a Candle. You pick up the Candle dropping the Cell Phones. But you change your mind and pick up the single Cell Phone and then your bunch of three Cell Phones. You'll end up with only two Cell Phones. This happens with every stackable light in the game, don't waste the extras. Tip 3: There is no difference in game play regardless of which difficulty setting you choose. Enemies are just as aggressive, resistant to damage, and plentiful in easy mode as they are in hard. Choose hard mode if you want to impress people but don't expect a greater challenge. Tip 4: You cannot take more than one Flare or Holy Land Grenade to the next level. Taking more than one Flare or Grenade will result in you losing the extras that you carry so it's best to use the weapons before advancing if you intend to use them at all. Tip 5: Walls and closed doors are NOT barriers against damage. If you get too close to a closed door or some of the thinner walls in the game enemies can still do damage to you if they get close enough. This can be used to your advantage as your Lanterns, Magic Lights, and Holy Land Grenades can also harm enemies through the walls and doors if you get close enough for the light to reach them. Tip 6: Even though you find it after the Flaming Branch, don't give up the Branch for the Staff of the Magi-Straight. The Staff of the Magi-Straight's power has a shorter radius and lasts less time than the Flaming Branch's power. It also takes longer to recharge. Pick up the Staff only to get its description in the game and then get your Branch back. Tip 7: The Magic Lights are for weapon use only. While the Magic Lights don't burn out, they cast very little residual light for exploration. While it is possible to harm an enemy without activating the Magic Light's power you have to stand so close to the enemy that you're guaranteed to get hurt by it. The best thing to do is to keep one Magic Light for a weapon and pick up the best Exploratory Light you can find. Keeping two Magic Lights is pretty much pointless. Tip 8: Collectables do nothing to the game. Gathering every collectable in the game grants you the same ending as if you gathered no collectables in the game. The game has only one ending. Gathering up the collectables can be fun, but if you miss one it's no big deal. If you feel you absolutely must gather all the collectables and missed one go to the "Level Select" option in the main menu to re-search a level, gathering a collectable there will net you the game description. Tip 9: It is not necessary to defeat every enemy in the level. The game will record how many enemies you defeat in a level but there is no hi-score to beat and you don't get a collective number at the end of the game. Beating every enemy in a level is a waste of time (especially before you find Offensive Lights). If you're looking to get through the game quickly just beat the enemies that attack you while you're trying to search an object. Tip 10: Listen to the sounds your characters make. If they start to say "ow" or "ouch" they're taking damage. This can occur even when they aren't near any enemies and the screen doesn't rim in Red. You'll encounter this most often when you are fighting boss enemies. Quickly move away from that spot: your health will drop rapidly. Hyperventilating (breathing quickly) doesn't mean anything and can be ignored. {-------------------------------------------------} {2.1 Walkthrough } {-------------------------------------------------} 2.1.1 Mansion Floor 1 You start out with only a Cell Phone for light. Activate the Cell Phone upon being prompted and then move forward. Before long, a Ghost will appear and steals the Cell Phone. There is nothing you can do about this: it's just how the game plays. Go north. Follow the prompt to search the desk. You'll get a box of five Matches. There are tons of these so don't worry about them burning out, but you should keep in mind that unlike other Sources of Light a match is used up upon activation so putting one out or letting an enemy blow it out causes you to lose the remainder of that match's light. Using the light of the Matches search around the room. Searchable objects include: closets, crooked book shelves, crooked storage shelves, desks, and chests. Note: except for Treasures, keys, enemies, lanterns, Magic Lights and journal entries the objects found are random. What is listed here is what came out most often in three playthroughs, but your experience will be slightly different each time you play. You'll find a second box of Matches, Grandpa's Journal Entry 1, a Skeleton Key, and a Coin. As stated before, THE COINS SERVE NO PURPOSE. Collect the Coins if you want but don’t start asking what they do. The Journal Entries are counted at the end of each level and provide insight onto the back-story of the game but are otherwise useless so if you miss some, don't sweat it. After cleaning out the room, go into the next room to the north. You'll discover a pile of bones that you can search, usually finding a Coin. There is also a locked door that requires a Skeleton Key to open. Use the Skeleton Key to open the door and move on north. You'll pass through three rooms that are empty so don't worry about searching them. In the next room you'll discover a Ghost, your first enemy in the game. One note about enemies: they can and will pass into other rooms through open doors, so you may encounter them in rooms other than what is mentioned in this guide but they will always be close. For the most part you should avoid the Ghost. Search the room and you'll discover more Matches and two Coins. Here you'll find some more searchable objects: a coffin and small closets. The real prize of the room is Amanda's Diary Entry 1. The door to the north is locked and you require a House Key to open it. Move on to the room to the left. You find another Ghost floating around. Again, avoid the Ghost and just search the room. There isn't much here: just a Coin. Continue on to the room to the left. You'll encounter yet another Ghost. This time, however, you can defeat it. On the left wall of the room is a Fireplace. Light a match and click the action button to light the Fireplace. The Ghost will vanish. If you want, you can get the Ghost in the other room to chase you and lure them into the Fireplace light to defeat them as well. This does take a long time, however, as the Ghosts will touch the light at the door and immediately float off in the other direction. Destroying them will require you to lure them back into the doorway at least seven times before they go down. Your next searchable item, a sofa, is in this room. Search the room to get a Coin and Amanda's Diary Entry 2. Go back right and head through the north door. In this room you'll find Amanda's Diary Entry 3, a Coin, and a House Key. There's also a Ghost in this room but you'll find a Fireplace on the north side of the room so you can defeat it there. Go back south and to the right and right again. Here you'll find more Matches. Move on to the next room to the right. Pick up Zachary's Chronicle Entry 1 and more Matches. There is also a Ghost and a Fireplace in this room but by now, you know what to do. Return to the room to the left and go up to the door to the north. Yes, you run into another Ghost but as usual, there's a Fireplace ready to defeat him. Look around to get a Skeleton Key, Zachary's Chronicle Entry 2 and a Coin. Make your way back south and to the left and use your House Key to enter the door to the north of the room. You'll find yourself in a hallway that leads right to a door that requires a Skeleton Key to open, but since you took the time to get both keys it's no problem. In the next room you find another Ghost and a Fireplace to beat it with. You also find a pair of French Doors. These doors are indicators of the end of the level. Don't go through them just yet. Instead search this final room for some Matches and Grandpa's Journal Entry 2. Now you can leave the room and end the level. 2.1.2 Mansion Floor 2 Unlike the first room, you now find yourself starting at a Fireplace. This is the norm for every level you go in. You can find two Coins in this room but nothing else. Go north to the next room. As soon as you enter into the next room you are hassled by a Ghost. Don’t waste time trying to lure into the previous room's firelight, there's a Fireplace in this room that will defeat it much quicker. Searching the objects you'll discover Matches, two Coins, and Grandpa's Journal Entry 6. To the right is a locked door that requires a Skeleton Key to pass. The door to the north is also locked and requires an Emerald Key. Head left. In the left room you'll run into the second kind of enemy you find in the game: a Giant Rat. It'll take a while, but it's a good idea to destroy this thing: it's much faster than a Ghost and will always do damage when it hits. If you try to explore the room while the Giant Rat still wanders it, you will be badly hurt and might fall. In this room you'll find your first Treasure: Maltese Falcon Egg. Get it if you want to complete your collection but like all Treasures it doesn't do anything so it's not necessary. You will also find a Skeleton Key in this room. The Skeleton Key is in a normally unsearchable pile of bones. Go back to the room to the right and use your Skeleton Key to enter the room to the right. Once again you're faced with a Giant Rat. This one doesn't necessarily have to be destroyed and you can just lead it out of the room. Once it's safe, go back into the room and search. You'll find a Candle. Candles cast more light than Matches and last longer but you can only carry three of them. Still, grab the Candle for an additional Source of Light that can be relit if it's extinguished. You will also find the Emerald Key you need in this room. Go back to the room to the left, and then use the Emerald Key to enter the room to the north. The north door leads into a hallway where you'll see a Ghost appear through the walls. This is just graphics and not an enemy, so don't worry. There's nothing else in this room so just run north to the next room. This room contains two Giant Rats and a Fireplace to beat them with. The searchable objects contain some Matches and a Coin. Go into the room to the left. You find an empty hall that leads into another room that houses two Ghosts. The only findable object is Grandpa's Journal Entry 3. Head south in this room. In the room to the south, you'll run into a Ghost and a Fireplace. Search the objects to find another Emerald Key; there is nothing else in the room. Go back north and then into the room on the left. You'll encounter another Ghost, there is no way to defeat it in the immediate area so lure it out of the room or try to ignore it. You can find Grandpa's Journal Entry 5 in this room along with a Coin. Return to the room to the right and head up north. Once again you find a Ghost without a way to defeat it guarding the room. Deal with the Ghost however you want and search the objects to find some Matches and a Coin. You've searched out this corner of the house so go south, right through the hall, and go through the door to the right. Pass through a hall and search the large room to get Grandpa's Journal Entry 4. Go south from here. In the room to the south, you'll discover another Giant Rat. A search of the room reveals some Matches and another Treasure: Bloody Candlestick. Go back into the northern room and use your Emerald Key to open the door to the left. Right away you'll hear the telltale growl of a Giant Rat. Light the Fireplace to destroy it. Look around to get a House Key and head to the room on the left, and then open the door to the north with your House Key. In the room to the north you find some Matches guarded by a Giant Rat. There is no real reason to search this room. Go back south and left through the hall, then go into the room on the north. You'll hear a Vampire Bat in the hall, there is no Vampire Bat, however, so you're safe. In the next room there's both a Ghost and a Giant Rat waiting for you. Fortunately, there's also a Fireplace so you can easily destroy them. To the north of the room you will discover a door that requires two levers to open. A search of the room provides a Coin and some Matches. Enter the door to the left. Deal with the Ghost. Search to room to find a lever. Pull the lever and search the other objects to get a Candle and some Matches. Head back to the right when you're done and go into the right room. Try to avoid the Ghost. You will find the second lever you need to pull along with a Candle and Amanda's Diary Entry 4. When you're done go back to the left. The north door that required the levers to open is now open so head through it and you've beat the level. 2.1.3 Mansion Floor 3 A quick search of the first room will reveal some Matches and a Small Health Icon. The Small Health Icon is said to restore 25% of your energy. In truth, it restores one mood rating to your character and since there are five mood ratings before you fall, it actually restores 20%. This one you probably won't need because there's a Fireplace right there to restore your energy but you'll at least get to see what it looks like. Go north. In the north room you run into a Giant Rat and a Ghost. Search the objects to find Grandpa's Journal Entry 7 and some Matches. Continue up north. The northern room contains three Ghosts. Searches will reveal your first Cell Phone (after the one you lost). Cell Phones don't get blown out by enemies so they can be pretty useful. At this point you have three options for light but only two spaces in your inventory. You will have to give up one of your Light Sources at this point. Don't worry, the light you drop will remain on the floor and can be picked up again in case you change your mind. You will also find some more Light Sources here. The Light Sources become random at this point so when I say Light Sources it means you can find anything you've found before except for Lanterns. When you're done dodging Ghosts go left. The left door leads into a very large room that's guarded by a Giant Rat and a Ghost. Here you will find some Light Sources and a Skeleton Key. In the bottom right of the room you'll discover a door that has a large barrier in front of it. These will become passable later in the game but for now it's of no consequence. Defeat the enemies if you wish and go back to the right. Now here you have a choice of where to go. Option 1: If you head into the room to the right you'll find the first room that isn't guarded by anything that you've encountered in a while. A quick search will net you a Coin and Grandpa's Journal Entry 8. To the right is a locked door where you can use your Skeleton Key. Go through it. In this room you'll find a Ghost and a Giant Rat that are ready to add a new addition to the house. Avoid them and search the room to find some Matches and a small health. The door to the north requires a House Key. Go down to the south. The southern room contains a level that you need to pull in order to proceed. There is also a Fireplace but there are no enemies. Objects contain Grandpa's Journal Entry 10, a Cell Phone and some Matches. Go back north. And head left. Option 2: Go to the room to the north. The room has a Ghost and a Giant Rat waiting for you. Here, the objects contain Light Sources and a Treasure: Lead Pipe. Make your way into the room to the left and you run into a Ghost. Here you'll discover an Emerald Key. Go back to the right. Run into the northern room and you will dodge the two Giant Rats. There is a Fireplace here so you can destroy it. In this room you will find Amanda's Diary Entry 5, Light Sources and a House Key. Go back to the south. Scoot into the room to the right and be prepared to face two Giant Rats. This room contains Grandpa's Journal Entry 9 and a Coin. There is also a locked door that requires an Emerald Key to open. Use your Emerald Key and go to the right. This room is unguarded. Search the objects to get a Light Source, a Treasure: Winged Shoes, and your first offensive weapon: a Flare. Offensive weapons will illuminate the character but won't provide ambient light for exploration so don't use them to explore. This room has two locked doors. The door to the north requires a lever to open (which if you followed this guide should be open) and the one to the south requires a House Key. If you want you can use your House Key to go to the south. However, this is the only optional use of a key in the game. The door opens to reveal an alternate path to rooms you would have previously entered if you went right. If you did go right, save yourself the time and go north. (End Options) Going north from the room you found the Winged Shoes in, you'll find another Giant Rat/Ghost combo that can be destroyed using the Fireplace found in the room. There is a locked door here that requires four levers to open. In this room, look for the four levers that you need to pull, some Light Sources, and Zachary's Chronicle Entry 3. After you've searched everything you're ready to leave the room through the north and end the level. 2.1.4 Mansion Floor 4 Even though there are objects that are normally searchable in the starter room there's nothing to be found here so just head north. A Ghost patrols the room so be ready for it. In this room you will find a Coin and some Light Sources. There is a locked door to the north that requires a Skeleton Key to open. For now go to the room on the right. This room is unguarded and contains some Light Sources along with a Skeleton Key. Finding the key can be tricky: it's in one of the two normally unsearchable desks in the center of the room. After searching the room, head back to the left room and head left again. In the left room you'll find an Emerald Key and Amanda's Diary Entry 6. There's nothing else in the room so head back right and go north. Going through the north door you'll find a Ghost guarding the place. There is a door to the north that requires three levers to be pulled for it to open. Search the room for some Light Sources and go to the room to the left. Another Ghost wanders the left room and you'll find some Light Sources plus a lever you need to pull. Continue to the left. The next room has a Fireplace, a lever to pull, and Grandpa's Journal Entry 12. Don't go between the tables on the southern end of the room: there's nothing there and it's easy to get lost since you cannot see your character through the wall. When you're done, go back right two rooms. From this room go into the right and evade the Ghost. There's a lever to pull and a Light Source in this room. When you've pulled the lever go to the door on the left. This door requires an Emerald Key to open. Use your key if you have it and continue right. This next room contains a Ghost but also a Fireplace to deal with it. Around here you'll discover some Light Sources, a Treasure: Shearing Fingers, and a House Key. You're done here, go back through the right door and the right room. If you pulled all three levers you'll find the north door open. Head through it and search the room for a Treasure: Rope (Noose). Head north again. The north room has a Light Source and Grandpa's Diary Entry 13. There is a boarded up door to the north but you can't pass through it. Go left. Watch out for the Ghost as you search for a Light Source. On the north wall of the room is a door that requires a House Key to open. Use your House Key and go on north. A Ghost will attack you when you enter into this room. However, in this room you find a Torch: your first Offensive Light. Use the Torch to destroy the Ghost if you want but there's a Fireplace in the room so you can just use that and not waste the Torch. Continue to search the room to find Grandpa's Journal Entry 11. Be careful with the closet next to the Fireplace: it contains two Vampire Bats, the third kind of enemy you find in the game. Exit to the door on the left and you've finished the level. 2.1.5 Mansion Floor 5 This room is your first boss fight. In the first room check every object that you can find. You will find two Torches. Enemies will take damage from Offensive Lights in this level but they re-spawn after being destroyed so your best bet is to take Cell Phones if you have them. After obtaining the longest lasting lights you can find head into the next room. The key here is to end the battle quickly. Make sure that you have a Source of Light, you will have to be lighting Fireplaces. If you don't have a Source of Light or you use these up, there are four chests in this room that contain Light Sources and a large health. Don't go for these unless you absolutely have to. Opening them will leave you vulnerable to attack and if you have a Light Source with you they will be empty. Vampire Bats will start to flood into the room. Immediately run to the right of the room and make your way to the Fireplace in the bottom right. Quickly light the Fireplace causing several Vampire Bats to disappear. Note that the Fireplaces DO NOT heal you in this room and the Vampire Bats will continue to spawn from a lit Fireplace and attack you if you're in the firelight, so you have no safe spots. Immediately afterwards head straight up and light the Fireplace on the top right section. More Vampire Bats will disappear. Next go for the bottom left Fireplace and light it. Finally end it with the top left Fireplace. When all four Fireplaces are lit, all the Vampire Bats are gone and you will have won. Try to keep your health up to at least your character showing his/her teeth in here though: sometimes there are Vampire Bats left over that will continue to attack after you've won and lost control of the character. There is a slight possibility they will kill you and you'll have to start over. 2.2.1 Attic Floor 1 Right from the start of this level you can search objects and find some Light Sources, Grandpa's Journal Entry 15 and a Coin. Head North. In the north room you will discover that Vampire Bats now roam freely as you will find two here. Search the room for Zachary's Chronicle Entry 4, some Light Sources. The door to the north is locked and requires a Skeleton Key to open. Go left. In the left room you will pass through a hall and enter a larger room that contains a small health, some Light Sources and. A Vampire Bat guards this room so be ready for it. Here you will also discover large windows that you can pass through to get to balconies. The balconies here have nothing. You'll find a blocked door next to the top balcony. As the game prompts, you can get through this door with a Normal Lantern. There's a chest next to the door containing a Normal Lantern. From here on, it will be assumed that you pick up the lanterns that you find. If you don't pick them up or drop one in favor of the other and find a door you need to use the previous Lantern to open, you'll have to go back and get it, but that won't be explained in this guide. You can use this to enter the north door but for now go down. In the lower room you'll discover that it's guarded by a Ghost. There are two balconies here the top one holds Grandpa's Journal Entry 14. Search the room to find three Coins and two Vampire Bats in the top left dresser. Head right from here. The right room has a Fireplace so if you're still being harassed by the Vampire Bats and Ghost lure them here and use the Fireplace to destroy them. Searching this room nets you some Light Sources. When you're done, backtrack to the left and then to the north. Now that you're back in the room with the special door, it's time to use a Lantern to get through a blocked area. If you don't have it already, search the chest to get the Normal Lantern and activate it. The door will glow with a yellow aura and you can pass through to the north. Search around this room to find a Rat guarding it but now that you have a Lantern it's no big deal defeating it. There are two balconies here and the bottom one contains a Treasure: Tongue of the Beholder. There is also a blocked door here that requires a Normal Lantern to pass through. If you used up your Lantern return to the south room and search the chest again, there will be another Normal Lantern. Go into the right room. You'll find a Fireplace in the right room so you can use that destroy the Rat if you want to conserve your Lantern light. The chest in this room contains a Normal Lantern in case you've used yours up but otherwise it's empty. The only other thing to find here is a Skeleton Key. Backtrack to the left, then south then right through the hall, back into the first large room of the floor and head right. Again, you pass through an empty hall into a room that contains two Vampire Bats. There are three balconies here. The middle balcony holds a chest that contains a Normal Lantern if you don't have one. If you have the Lantern it will be empty. There are two chests on the north side of the room. The one on the left has a Coin, while the one on the right has two Vampire Bats. The door to the north is locked and requires an Emerald Key to open it. Go to the south where you'll find a blocked door that requires a Normal Lantern to open. Use your Lantern and go south. A Ghost guards this room. The only way to rid yourself of the Ghost is to use your Lantern on it. The two balconies both contain chests; the top one has a Treasure: Cup of a Plumber, while the lower one has a Normal Lantern if you need one. To the left of the room there is a blocked door. Use your Lantern to pass through. This room only contains a Fireplace and an Emerald Key. There is nothing else in this room so backtrack to the right and then to the north. Now that you have the key, enter into the north door. Right from the start you'll be hounded by two Giant Rats. The balconies contain nothing while the room itself houses two Light Sources and a Coin. One thing to stress: DON'T DROP YOUR LANTERN HERE OR ANYWHERE BEHIND THESE BLOCKED DOORS, if you do, and you find you have to go through another blocked door for any reason, you are stuck having to restart the level! Go to the left. Just like the room to the south, this room contains only a Fireplace and a House Key. Backtrack to the right, south, left, through the hall and finally use your Skeleton Key to open the door to the north. The locked door leads to a hall that is blocked by another locked door that requires a House Key, which is why we didn't enter this room before. Use your House Key to enter into the second locked door and enter the north room. The room itself contains only some Light Sources and a Fireplace. There is a Ghost guarding the room but it's a simple matter to destroy it. There are also two balconies. They contain nothing. You may notice there is a balcony behind the Fireplace. Ignore it, there's no way to get to it. Open the French Doors and you're out. 2.2.2 Attic Floor 2 You start out in an empty room. There is nothing to find here so go north. Immediately after entering this room, you'll run into four Vampire Bats. This room has some Light Sources and Grandpa's Journal Entry 17. To the right, there's a blocked door that requires a Normal Lantern to go through. Go to the room on the left. Searching this room will net you Amanda's Diary Entry 8 and a Skeleton Key. Go back to the right and then north. In the north room you'll discover some Light Sources including a Normal Lantern. Take the Lantern and go south and then right through the blocked door. You pass through a hallway that goes left and then north. Heading north you'll discover two Giant Rats. The door at the end of the north hall is blocked so use your Lantern. The next room is guarded by a Ghost and has Light Sources and a Coin. A Fireplace is in this room so you can defeat the Ghost without using your Offensive Light. There are three balconies with the second one containing a Red Lantern you do need to take it but, again, DON'T drop your Normal Lantern (if you follow this guide it's okay but if you backtrack without the Lantern you must start over). A locked door is on the north of the room and requires a Skeleton Key to open; you will also find a blocked door to the south that requires a Normal Lantern to open. Go through the north door. Another hall greets you and leads to a room guarded by a Ghost. Light the Fireplace to get rid of the Ghost and search the room to find an Emerald Key and Amanda's Diary Entry 7. There are three balconies here. None of them have anything so don't bother searching. Go back south through the hall and head right. There is a hallway here that has a blocked door that requires a Red Lantern to pass through. Through this door you'll find a Ghost and a Fireplace to beat it. Some Light Sources are also hidden in the objects around the room. There are three balconies here and the bottom one contains a Treasure: Crowned Jewels. Head north. Pass through the two hallways and find that here is another Ghost/Fireplace combo so beating this thing won't be a problem. There is a House Key, and a Normal Lantern along with Zachary's Chronicle Entry 5 to be found in this room. Remember not to drop your Red Lantern and backtrack (You've probably gotten the message by now so this won't be mentioned again). You'll pass through four hallways with two Giant Rat's guarding them. At the end of the halls is a locked door that requires an Emerald Key to open. Pass through this door and enter the room. A Vampire Bat flies around here. Search the objects to find several Light Sources, a Normal Lantern, a Coin, and Grandpa's Journal Entry 16. To the right is a locked door that requires a House Key to open. Go through it. This room is guarded by a Blue Gargoyle. There are some Light Sources, a Treasure: Gold Crown, and Zachary's Chronicle Entry 6. Pass through the French Doors on the left to finish the level. 2.2.3 Attic Floor 3 Search the starting room for some Light Sources, a Coin, and a small health then go north. Four Vampire Bats patrol this room. There is also a locked door to the north that requires a Skeleton Key and an Emerald Key to open but there are no objects to be found here. Go left. You'll immediately run into two Ghosts. They are guarding a Light Source and a Coin. There are two balconies on the bottom of the room. The left one has a Treasure: A Hair. Grab the stuff and go left. Yet another guardian patrols the room: this time it's a Blue Gargoyle. The room itself houses some Light Sources. Boards cover the north door of the room, which leads to a new room and requires a Blue Lantern to open. The door to the left leads to the top balcony and requires a Green Lantern to open. The bottom balcony has Vampire Bats hiding in a chest, the center balcony has a Green Lantern, and the top one has a Treasure: Empty Revolver. When you're done searching head back right and go into the right room. In the right room you will run into a Ghost. There is nothing to be found in this room, not even the two balconies have objects. Go right. Two Giant Rats guard this room. Search the objects for a Light Source. There are three balconies here. The top balcony has a Blue Lantern. The middle balcony requires the light of a Blue Lantern to enter and houses a Treasure: Magnifying Glass. The north side of the room has a door that requires the light of a Green Lantern to enter. Make sure you have both the Green and Blue Lanterns and go north. The north room contains either Coins or small health objects and a Light Source. The two balconies contain nothing. Go right. There is a Coin or a small health in this room. The two balconies contain nothing. The door to the right requires the light of a Blue Lantern. Use your Blue Lantern and go right. You'll run into a Blue Gargoyle patrolling the room. Light the Fireplace to the north to heal and destroy the gargoyle. Search the room to find some Light Sources and an Emerald Key. Go back left two rooms and go south. From here return to the left, and go back to the leftmost room. Make sure you have both a Green and a Blue Lantern and go north. This room has nothing in it; even the two balconies are empty. The door to the left requires a Green Lantern to enter. Use your Green Lantern and go left. You pass through an empty hall and enter into a large room guarded by two Vampire Bats. Search the objects for a Treasure: The Bronze Fleece, some Light Sources, and a Skeleton Key. Go back to the right through the hall, go south, then right and finally use your keys to go north. Two Ghosts float around the hall. Pass them and go through to the north. In here you find a Blue Gargoyle. Light the Fireplace in this room to destroy your enemies. Before you leave, search the room for Amanda's Diary Entry 9 and Zachary's Chronicle Entry 7. Use the French Doors to the north and finish the level. 2.2.4 Attic Floor 4 The starting room holds a Light Source and a Skeleton Key. There are two balconies but there is nothing in either one of them. Go north. Two Ghosts wait to greet you so be ready. Search the room for some Light Sources, a Coin, and a Treasure: Bronze Crown. Finding the crown can be tricky: it's in a very small desk on the top right corner of the room. To the left of the room is a boarded up door that requires the light of a Green Lantern to open. To the right of the room is a boarded up door that requires the light of a Red Lantern to open. To the north of the room is a locked door that requires a Skeleton Key to open. Use your Skeleton Key to go north. You pass through a hall and run into two Blue Gargoyles in the north room. The room's objects carry a small health and a Light Source. The north side of the room has a door that requires four levers to open. Go right. Be ready for the two Vampire Bats that guard this room. Search the objects to find a Coin and Light Source. To the right is a boarded door that requires the light of a Green Lantern to open. To the north is a door that requires a lever to open. The lever is in this room so pull it and go north. Pass through the hall and enter into a room with a Fireplace on the north. Light the Fireplace to destroy the two Vampire Bats and two Giant Rats that guard this room. The only object to find in the room is a Red Lantern. There are three balconies visible but you can only reach the one on the right and it has a Treasure: Jack-o-Lantern. Return south through the hall and go left then into the left room. Two Vampire Bats await you in this room. On the north of the room is a door that requires a lever to open. The lever to open the door is in this room. On the right is a boarded up door that requires the light of a Red Lantern to open. Search the objects to find a Light Source and a small health. Use your Red Lantern and go left. You now run into two Blue Gargoyles. Light the Fireplace in this room to destroy them. The object contains a Coin. There are two balconies here but they are empty. Pull the lever and go back right and north. Move through the empty hall into a large room guarded by two Vampire Bats and a Giant Rat. There is a Fireplace you can light to destroy these enemies. Search the objects to find a Green Lantern and two Coins. There are three balconies here, only two of which you can reach. The balcony to the right has Zachary's Chronicle Entry 8 and the one on the left has the Eye of Sour-On. The Eye is the first Magical Light you find in the game, you can use it to create an aura of light that instantly destroys any enemy (minus boss enemies of course) in the game. Leave it where it is for now and take both the Red and Green Lanterns. Go south, right, south and use your Red Lantern to go right. Here you will encounter two Blue Gargoyles. Search the room to find Light Sources. There are two empty balconies here. Pull the lever in this room and go back left then use your Green Lantern to go left. The left room has two Blue Gargoyles guarding it. Search the objects to find Light Sources. The two balconies have nothing. There is a lever in this room, pull it. Return to the right and go north. Make sure to return to the left room and then north to get the Eye of Sour-On, you will need it in the boss fight (This is the only time you will be instructed to retrieve a Magic Light, from here on it's up to you to remember where you dropped your Magic Light and to remember to get it back if you want it). Return to the south and to the right. Pass through the room to the room on the right and use your Green Lantern to open the door to the right. Watch out for the two Blue Gargoyles, light the Fireplace to kill them. Here you'll find a Light Source. There are two empty balconies here. Pull the lever and then go left and left and finally through the newly opened north door. You'll pass through a hall and encounter a Ghost. Light the Fireplace in the room to destroy it. Before you leave, search the objects to find a Treasure: Emerald Dagger, Grandpa's Journal Entry 18, and a Coin. Leave through the French Doors to the north and you're done with the level. 2.2.5 Attic Floor 5 It's time for your second boss fight. Once again search the room for any lights that you can find. Don’t waste your time searching the three balconies to the south, they're empty. If you have the Eye of Sour-On there will be an empty chest in this room. If you don't have it then it will be in this chest. You will also find a Normal Lantern in this room. It's a good idea to take it. You don't absolutely need an Offensive Light in this level but it helps. When you're ready, go into the next room. The key here is to destroy enemies as fast as you can while avoiding damage. This time it's a Giant Gargoyle. As the game states you cannot harm the Giant Gargoyle. Don't get too close to the Giant Gargoyle if you can avoid it: doing so will cause you to take damage. There are three chests in this room. Two of the chests contain Light Sources which may or may not be of use to you. The third chest, the one right by the Giant Gargoyle contains the Eye of Sour-On if you don't have it with you. If you have the Eye of Sour-On, don't go for that chest: it will cause you to take damage and it is empty. The fight starts with two Blue Gargoyles coming out to attack you. You can use one of your Offensive Lights to deal with them but this takes a long time. You can also use the Eye of Sour-On to destroy them immediately but you will have to wait for it to recharge after use. After you destroy the two Blue Gargoyles, one Gray Gargoyle will appear. Gray Gargoyles cannot be harmed by the Offensive Light. If you used the Eye of Sour-On to destroy the Blue Gargoyles you must wait for it to recharge. The Gray Gargoyles can only be destroyed by the Magic Light. While it is possible to harm the Gray Gargoyles by walking up to them while holding the Eye so that its ambient light will touch them, this is not a good idea as it forces you to come so close they are very likely to freeze your character with fear. Use the Eye of Sour-On's power to destroy it. Afterwards, two Gray Gargoyles will appear. Once again destroy them with the Eye of Sour-On. Next, three Blue Gargoyles will appear. Defeat them the same way you defeated the first two. When the three Blue Gargoyles are dead two Blue Gargoyles will fly through the room trying to hurt you. You can try to run and avoid them but there is no safe spot and the gargoyles will disappear once they've reached the other side of the room. Now, three Gray Gargoyles appear. Defeat the Gray Gargoyles with the Eye of Sour-On. From here on you will encounter two waves of four Blue Gargoyles and one wave of four Gray Gargoyles. There is no safe spot in these situations but it is best to go to the middle of the room and wait for them to attack you. Try to get all four to group together and then run around them in small circles trying to avoid getting frozen with fear. Defeat the last wave of Gargoyles and the Giant Gargoyle will fall. Keep your distance from the Giant Gargoyle when you destroy the last wave of Gargoyles. Even after it has fallen, you will continue to take damage from it. If you are taking damage after you lose control of your character you can die and have to start the fight over. This is the hardest boss in the game. 2.3.1 Basement Floor 1 Search the starter room for a Source of Light and Grandpa's Journal Entry 19. Head north. Pass through a hall and into a room guarded by two Vampire Bats. The searchable object contains a Coin. To the right is a door that requires the light of a Red Lantern to open. Go left. You'll fun into four Spiders, the fifth enemy you encounter in the game, in the left room. Search the room for a Source of Light and a Treasure: Telescope. Go left. Two Ghosts guard the room. The door on the left requires an Emerald Key to open. The objects contain a Light Source, Grandpa's Journal Entry 20, and a Coin. Go north. The north room is guarded by two Blue Gargoyles. Search the objects to find Amanda's Diary Entry 10, an Emerald Key, and a Red Lantern. Go back south, then left through the door with your Emerald Key. You enter into a hall guarded by two Spiders. Pass through the hall to find a room that contains two more Spiders. Light the Fireplace to destroy the Spiders. The objects contain some Light Sources, the Eye of Sour-On (if you don't have it), and a Skeleton Key. Return to the right, through the hall, to the right, right again and finally use your Red Lantern to go right. Another hall waits for you and it is also guarded by two Spiders. Follow the hall right, then north into a room guarded by two Blue Gargoyles. There is a Fireplace in this room so light it to easily rid yourself of the gargoyles. To the right of the room is a locked door requiring a Skeleton Key to open. Search the room for a Light Source, a Treasure: Silver Crown, and Zachary's Chronicle Entry 9. Use your Skeleton Key to go right. Pass through the hall to find a room with two Vampire Bats guarding it. To the right of the room is a door requiring the light of a Red Lantern to open and to the south is a door requiring four levers to be pulled to open. There are three levers in this room that you need to pull. Search the room for a Coin and some Light Sources. Use your Lantern and go right. Two Ghosts guard the room. Light the Fireplace to destroy them. Pull the lever in this room and search the objects for Zachary's Chronicle Entry 10 and a Light Source. Return left and go south. The south room has two Spiders guarding it. There is a Fireplace in this room so light it to destroy the Spiders. Go south and end the level. 2.3.2 Basement Floor 2 You start out in a room that has normally searchable objects but is actually empty. Go north. You pass through a hall into a room guarded by a Green Skeleton, the sixth enemy you encounter in the game. The door to the right is blocked and requires the light of a Blue Lantern to open. The door to the left only leads to a locked door that requires one lever to open. Go north. You pass through two halls guarded by two Spiders, and enter into a room guarded by a Blue Gargoyle. The door to the left is locked and requires a Skeleton Key to open. Search the objects in the room for some Sources of Light and Zachary's Chronicle Entry 12. Go right. This room is guarded by two Vampire Bats. Search the objects for a Light Source and Zachary's Chronicle Entry 11. Go north. You run into a Green Skeleton. Light the Fireplace in the room to destroy it. Search the room for a Light Source, a Skeleton Key, and a Blue Lantern. Go back south, then left and use your key to go left. These rooms are actually optional but if you want to finish your collections you need to go in here. A Ghost is in this room. Search the objects to find Amanda's Diary Entry 12, a Coin, and a Light Source. Go north. A Green Skeleton guards this room but there's a Fireplace so it's easy to destroy. Search the object to find a Treasure: Rusty Knife. Return south, right, south through the hall and use your Lantern to go right. The room is guarded by a Blue Gargoyle. The top right door is locked and requires an Emerald Key to open. Search the objects to find some Sources of Light, and Grandpa's Journal Entry 22. Go through the bottom right door. A skeleton guards this room. Search the objects for a Source of Light and Amanda's Diary Entry 13. There is a lever in this room, pull it and go back left, left again and through the left door. Follow the hall left and north being careful of the Giant Rat. Go through the north door. Deal with the Blue Gargoyle by lighting the Fireplace in the room. Search the objects for a Light Source, an Emerald Key, a Treasure: The Only Ring, and Grandpa's Journal Entry 21. Go south, south, through the hall, use your Lantern to go right and enter the top right room with your key. Light the Fireplace to destroy the Green Skeleton. Exit through the French Doors to the right to end the level. 2.3.3 Basement Floor 3 Search the objects to find some Light Sources. Head north. Pass through the hall into a room with four Spiders and a Blue Gargoyle guarding it. The door to the left requires a House Key to open; the door to the right requires an Emerald Key to open. Search the objects to find a Red Lantern, a Normal Lantern, a Green Lantern and a Blue Lantern, some Sources of Light, and Amanda's Diary Entry 14. You will not need to carry more than one of the lanterns at a time (but doing so saves you a trip) and you will not need the Normal or Blue Lanterns. Grab the Green Lantern and the Red Lantern and go north. The hall is guarded by two Spiders. Continue through the hall to the north room to find a Fireplace. The north door requires two Skeleton Keys to open. Search the objects to find a Light Source. Go left. Two Spiders guard the room. The door to the north requires the light of a Green Lantern to open. Search the objects for some Light Sources. Use the Green Lantern and go north. A Red Skeleton guards this room. Be careful, it can only be hurt by Magical Light. Even lighting the Fireplace in this room will have no effect on it. Search the objects to find an Emerald Key, a Coin and Amanda's Diary Entry 15. Go south, right, and right. Two Spiders guard the room. The door to the north requires the light of a Red Lantern to open. Search the objects for a Coin and Zachary's Chronicle Entry 13. Use your Red Lantern and go north. A Ghost guards this room. Light the Fireplace and destroy it. The object in the room contains a House Key. Go south, then left, south again and use your Emerald Key to go right. The locked door leads to a room guarded by two Green Skeletons. Lighting the Fireplace will destroy them. Search the room for a Skeleton key and go left, and use your House Key to go left again. This room is guarded by two Ghosts that can easily be defeated by the Fireplace. Search the room for the second needed Skeleton Key, and Grandpa's Journal Entry 23. Go right, north, and use your keys to go north. You'll run into two Green Skeletons. Light the Fireplace to destroy them. Search the object for a Treasure: Gold Rod. Exit through the French Doors to end the level. 2.3.4 Basement Floor 4 Search the objects for Grandpa's Journal Entry 24 and a Light Source. Go north. You'll pass through a series of halls guarded by two Spiders that lead north and right. The room is guarded by two Vampire Bats. The objects here contain Light Sources. Go right. You enter into halls guarded by two Spiders. The door on the south is locked and requires four levers to open. Search the object to get a Green Lantern and go back left and then go north. Pass through the hall and enter into a room guarded by a Green Skeleton and a Red Skeleton. The door to the right is locked and requires a Skeleton Key to open. Here you will find the Flaming Branch. If you have the Eye of Sour-On give it up for this more powerful weapon. Head left. Another hall awaits you and you enter into a room guarded by a Gray Gargoyle. The door to the left requires a Green Lantern to open. Use your Lantern to go left. A Spider awaits you. Light the Fireplace to destroy it. Search the objects for an Emerald Key and a Treasure: Bronze Rod. Go right, then south. Deal with the Vampire Bat and search the object to find an Emerald Key. Go back north and through the north door. Three Vampire Bats flap around the room. Search the objects for a Skeleton Key and Zachary's Chronicle Entry 14. Return south, go right and use your Skeleton Key to go right. Pass through the hall into a room guarded by a Gray Gargoyle. Light the Fireplace to save. The door to the right is boarded and requires a Lantern to open. The door to the north is locked and requires three Emerald Keys to open. Search the room for some Light Sources, and a Treasure: Black Cat Statue. Use your Lantern to go right. This room is heavily guarded by a Green Skeleton and three Vampire Bats. Search the room for a Light Source, Amanda's Diary Entry 17, and Zachary's Chronicle Entry 15. Pull the four levers in the room and go left, left, south, right, through the hallways exiting south through the newly opened door. There is a Red Skeleton guarding the room. The Fireplace in here will do nothing to it. Search the object for an Emerald Key. Go north, through the hall, north, right, and use your keys to go through the north door. You will be attacked by a Red Skeleton and find another useless Fireplace. Search the object for Amanda's Diary Entry 16 and head north through the French Doors to end the level. 2.3.5 Basement Floor 5 This is your third boss fight. As always look to the objects in the first room for a Light Source. You will find a Torch and the Flaming Branch if you don't have it. You do not require a Magic Light but it does make things easier. After you have your lights enter into the next room. The key here is to destroy enemies early and finish the fight fast. Here you have a Giant Spider and all of her young running after you. Use your Magic Light to rid yourself of the Spiders immediately in front of you. Next, use your Offensive Light to light up the areas that are beyond the walls next to you. Walk up to the sides of the wall and the Spiders will gather around and eventually get destroyed by your light. Destroying the Spiders while they're on the other side of the wall helps to reduce the number of them that you'll encounter when you run there. Now head forward and follow the maze using your Magic Light to destroy the Spiders as they come close. Make your way to one of the four corners of the room and you'll find a Giant Spider protecting her web. QUICKLY use your Light Source to set fire to the web and run like crazy to get away from her: both the Giant Spider and the burning webs will cause damage and can quickly deplete your energy. If you run out of a Light Source, there are six chests scattered in the room that contain them and possibly a Health Icon. Don't go for the chests unless you have used up your Light Sources or are in desperate need of health: you will not always find a Health Icon; the lights are not always Offensive Lights, and stopping to open them leaves you open to Spider attacks. Spiders will occasionally drop from the ceiling so have your light handy to defeat them. Go to the other three corners of the room and set fire to the webbing there too. After all four corners of the room are lit up you win. Try to keep your character's health up to his/her teeth showing because your character might take damage from the burning web after you've lost control and if your character is too badly hurt, it can force you to start the fight over. 2.4.1 Catacombs Floor 1 The first room you start in contains some Light Sources and Grandpa's Journal Entry 25. Go north. You pass through a hall and enter a very large room. Two Green Skeletons guard this room. The room contains a Skeleton Key, Grandpa's Journal Entry 26, and a Light Source. The door to the left requires three levers to be pulled to open and the door to the north requires nine levers to be pulled. There are three levers here. Pull them down. If you find you cannot pull the lever in the center walk away from the levers for a few seconds and try again. Once all three levers are pulled the door to the left will open. Go left. Here you'll encounter two Vampire Bats and a Wailing Ghost, the seventh enemy you encounter in the game. Here you'll find a Red Lantern. The doors to the left, south, and north require the light of a Green Lantern to open. Take the Red Lantern and go back to the right and into the right room. The right room is guarded by a Wailing Ghost. The items contain a Coin, Grandpa's Journal Entry 27 and some Light Sources. The doors to the north and south require a Red Lantern to open. The door to the right requires a Skeleton Key. Use your Red Lantern and head south. Two Ghosts guard the south room. Search the coffin for Zachary's Chronicle Entry 18. There is a lever here, pull it and go back north then use your Skeleton Key to go right. You'll run into two more Ghosts in this room. The searchable objects contain a Green Lantern and Zachary's Chronicle Entry 16. There is a lever here, pull it and go back left and to the north. Yet another two Ghosts guard this room. Light the Fireplace here and destroy them. Search the objects to find a Treasure: Silver Rod, and Zachary's Chronicle Entry 17. Pull the lever in this room and go back south, then left, into the left room and finally use your Green Lantern to go north. In the north room you'll run into two Vampire Bats. There is a Fireplace here so you can use it to destroy the Bats. Search the objects to find a Light Source and Amanda's Diary Entry 19. Pull the lever in this room and go back south and then use your Green Lantern to go left. Once again you encounter two Vampire Bats. Search the objects to find a Light Source and Amanda's Diary Entry 18. Pull the room's lever and go back right, then use your Green Lantern to go south. This room is unguarded. Search the objects to find a Coin and Amanda's Diary Entry 20. Pull the lever in this room and head back north, then right, and finally go through the newly opened door to the north. Here you'll encounter a Wailing Ghost. Light the Fireplace to quickly defeat her. Head through the French Doors to the north and finish the level. 2.4.2 Catacombs Floor 2 Search your first room for some Light Sources and a Coin. Head right. The next room is guarded by a Ghost and a Red Skeleton. It has some Light Sources usually including a holy land grenade so you can destroy the skeleton if you don't have a Magic Light. There are two doors in this room that lead to the right. The bottom right room requires the light of a Red Lantern to pass and the top right door requires one lever to be pulled. Head north. Two Ghosts guard the north room. The door to the right requires one Skeleton Key and one Emerald Key to open. The objects contain Light Sources. Head left. Go through the hall and enter into the left room which is guarded by a Wailing Ghost. There is a Fireplace here so light it to quickly destroy the Ghost. The objects hold a Red Lantern and Grandpa's Journal Entry 28. Go back left, through the hall and to the north. The north room is guarded by a Wailing Ghost. To the bottom right is a door that requires one lever to open. The top right and left doors require the light of a Red Lantern to open. Search the room for a Coin and some Light Sources. Use your Red Lantern and go right. Two Vampire Bats and three Giant Rats guard the room. Light the Fireplace to destroy the enemies and restore any health they may have taken. The objects contain some Light Sources and Amanda's Diary Entry 22. Pull the lever in this room. Go back left and use your Lantern to go through the left door. The left room is guarded by a Blue Gargoyle. Search the objects to find some Light Sources, Amanda's Diary Entry 21, and a Treasure: Hockey Mask. There is also a lever here, pull it and go back to the right, then right through the newly opened bottom right door. A hall greets you and is usually guarded by a Spider. Follow the hall to the south. Search the objects to find Zachary's Chronicle Entry 19 and a Skeleton Key. Return through the hall to the left and go south, south, then through the top right door. You enter into a hall that is infested with two Vampire Bats and two Giant Rats. Follow the hall north to find an Emerald Key and Grandpa's Journal Entry 29. Go back through the hall to the left and use your Lantern to go through the bottom right door. A Red Skeleton and a Wailing Ghost guard this room. In here, you will find a Light Source and the Staff of the Magi-Straight. Use this Magic Light to defeat the skeleton if you need to but if you have the Flaming Branch, keep the Branch as its aura is larger and lasts longer. There is a Fireplace in this room. Return left, go north, and then use your keys to go right. Yet another Wailing Ghost guards the room. Light the Fireplace to defeat her. Search the objects to find Light Sources. Leave through the French Doors and complete the level. 2.4.3 Catacombs Floor 3 Search the first room for some Light Sources and Grandpa's Journal Entry 31. The coffin on the table cannot be searched so don't waste your time on it. Go north. You'll encounter two Green Skeletons here. You will be warned of a Reaper, this is the eighth and most powerful monster in the game, they can take three moods out of your meter so be very careful around them. They can only be beat by Magic Light, so if you don't have a Magic Light, you can only avoid them. Fortunately, there is no Reaper in this room. The objects only contain Sources of Light and Zachary's Chronicle Entry 22. Go north. A Wailing Ghost guards the north room. The door to the left requires four levers to be pulled. There are four levers in this room so pull the levers and the door will open. The only searchable object in the room contains a Source of Light. Go left. There is a Fireplace in this room. There is also a Reaper in this room. Unfortunately, the Fireplace light will not defeat the Reaper so have a Magic Light handy. The searchable objects hold a Coin, a small health, a Source of Light, a Blue Lantern, a Green Lantern, and Amanda's Diary Entry 25. You will need to hold both Lanterns at the same time at some point so you will have to drop your Magic Light if you have one. Don't worry, you can come back and get it later. Head north. The north room has a number of searchable objects and a Green Skeleton to guard them. However, you only find Light Sources in here. The door to the left requires the light of a Blue Lantern to enter. The doors to the north and south require the light of a Green Lantern to open. Use your Blue Lantern to go left. Two Ghosts wait for you in here. The searchable objects hide an Emerald Key and Amanda's Diary Entry 23. Return to the right and use your Green Lantern to go north. Once again you run into two Ghosts. There is a Fireplace here so light it and defeat them. Search the room for a House Key, a Treasure: Bladed Glove, and Zachary's Chronicle Entry 20. Go south and use your Green Lantern to go through the south door. The room is guarded by a Wailing Ghost. The left door requires the light of a Blue Lantern to open. The searchable objects contain Sources of Light and a Coin. Use your Blue Lantern to go left. Two Ghosts guard this room. Light the Fireplace to destroy them. Search the objects to find a Skeleton Key and Amanda's Diary Entry 24. At this point, you won't need the Blue Lantern anymore so go ahead and get your Magical Light back if you brought one, just making sure to keep your green Lantern. From this room go right, and then go south. Be careful of the Reaper guarding this room. There is a Fireplace in this room but it won't do any harm to the Reaper. The door to the south requires a House Key, a Skeleton Key and an Emerald Key to open. Search the objects to find Zachary's Chronicle Entry 21, Grandpa's Journal Entry 30, and a Source of Light. Use all three of your keys and exit through the south door to end the level. 2.4.4 Catacombs Floor 4 Search the first room for two Sources of Light and head north. Two Wailing Ghosts and a Red Skeleton guard this area. Here you'll find the Skull of Enlightenment. Go ahead and give up the Flaming Branch for the Skull. The Skull takes the longest time to recharge but using it will light the entire screen destroying every enemy in range and since it lasts for three seconds you can walk around the screen completely clearing out a room. There are also some other Sources of Light to be found. To the north is a door that requires four levers to be pulled to open. The four levers are in this room so pull them. Go to the north. The north room is guarded by a Reaper. There are no objects to be searched in this room. The door to the north requires a Red Lantern to open. The doors on the left and right both require two levers each to open. Once again the levers are in the room so just pull all four and go left. The left room is a very large room guarded by a Wailing Ghost, a Red Skeleton and three Spiders. Search the objects for some Light Sources, a Green Lantern, a Skeleton Key, and Amanda's Diary Entry 26. The door to the south requires a Blue Lantern to open. Go right and into the right room. The right room is also guarded by a Wailing Ghost and a Red Skeleton. Search the room for some Light Sources, an Emerald Key, a Blue Lantern, and Zachary's Chronicle Entry 23. The door to the south requires a Green Lantern to open. Use your Green Lantern and go through the door. A Reaper wanders this room. There is a Fireplace here but it is only for healing and saving. Search the room for Zachary's Chronicle Entry 24, a Treasure: Chainsaw, and an Emerald Key. Return north, left, left, and then use your Blue Lantern to go south. This room is guarded by a Reaper. Using the Fireplace in here will restore energy but not kill the Reaper. Search the objects for some Light Sources, a Red Lantern, a House Key, and Amanda's Diary Entry 27. You will be running into enemies vulnerable only to Magic Light so be sure to retrieve your Magical Light. If you dropped it in this room, let your Blue Lantern run out of energy and then pick up the Magic Light. Return north, right, and then use your Red Lantern to go north. You will pass into a hall that leads to a locked door that requires a Skeleton Key and an Emerald Key to open. Use your keys to open the door to the north and you'll run into a Green Skeleton, two Red Skeletons, and a Reaper in this room. Search the objects for some Light Sources, Amanda's Diary Entry 28, and a Coin. There is a Fireplace in this room but it is only useful for healing and saving the game. Go left. A Wailing Ghost guards the left room. Search the object for a Skeleton Key. Return right and go to the right room. Beware the Reaper guarding the right room. Search the room for Grandpa's Journal Entry 32 and a Treasure: Neutron Pack. The French Doors to the right require a Skeleton Key, a House Key, and an Emerald Key to open. If you have all keys, make sure you have at least one Magical Light and go through the doors to end the level. 2.4.5 Catacombs Floor 5 You've made it to the final boss. This is actually a pretty easy boss fight if you know what to do. The key here is to destroy enemies as fast as you can and quickly grab and use items. YOU MUST HAVE A MAGIC LIGHT! If you happened to drop all your Magic Lights before entering this room, all is not lost: search the chests in the first room and you MIGHT find a Magic Light. In fact, even if you have one Magic Light you can possibly find a second Magic Light. However, you aren't guaranteed to find a Magic Light so it's best that you hold onto at least one in the previous level. You must also gather your lights in the first room. If you enter into the boss room without a Magic Light or a Holy Land Grenade you cannot win because there are no searchable objects available to you in the boss room. If you're looking for a challenge just bring in a Holy Land Grenade but remember that you cannot win if you waste it. At this point, you really don't need to worry about picking up any specific form of light other than magical. If you have a single Magic Light and are fortunate enough to find a second, take the second one. When you are sufficiently armed enter into the next room. Here you will encounter what's left of Zachary Graves. After a few words, he'll start releasing Reapers, two at a time, to attack you. Use your Magic Light to destroy the Reapers and they'll drop Holy Land Grenades. Grab the Grenades and run about halfway up the stairs towards Zachary. Don't get too close to him: proximity will cause damage. Drop a Grenade so that he's in its blasting radius and let him have it. Be careful, when he takes damage for the first time, Zachary starts releasing Vampire Bats and Spiders will drop from the ceiling causing you damage if you stop moving. The Bats and Spiders will die immediately after touching light so just hold a light to deal with them. Keep destroying the Reapers and using the Grenades they drop. After five Grenade blasts Zachary goes down. Now you have to run out of the few remaining rooms. There is nothing to find in them so don't bother looking around for anything. There is no time limit for your escape but Spiders will continue to drop and damage you. You must also be sure not to get too close to the fallen corpse of Zachary as you'll still take damage and if you fall, you have to start the boss fight over again. Get out of the house and you've won! {-------------------------------------------------} {3.1 Lists } {-------------------------------------------------} 3.1.1 Trophy Room 3.1.1.1 Treasures Winged Shoes Found On: Mansion, Floor 3 Description: Yeah, they made Hermes fast, but could he outrun an email? Tongue of the Beholder Found On: Attic, Floor 1 Description: Delicious is in the tongue of the beholder, yuck! Crowned Jewels Found On: Attic, Floor 2 Description: A jewel encrusted crown. Why would it be here? Jack-o-Lantern Found On: Attic, Floor 4 Description: Good thing I am not Ichabod Silverspring, and this isn't Sleepy Hollow. Black Cat Statue Found On: Basement, Floor 4 Description: Hopefully this doesn't bring bad luck! Maybe by ignoring it I will get nothing but good luck. Neutron Pack Found On: Catacombs, Floor 4 Description: An ancient ghost fighting weapon. It is amazing what people will strap on their back for a steady paycheck. Shearing Fingers Found On: Mansion, Floor 4 Description: By the looks of these they were made by some benevolent inventor for some purpose. Emerald Dagger Found On: Attic, Floor 4 Description: A blade so sharp it looks like it could cut a hole between this world and the next. Telescope Found On: Basement, Floor 1 Description: An invaluable tool, if you are at sea. Magnifying Glass Found On: Attic, Floor 3 Description: Maybe this can be used to help solve the mystery of this old house. Gold Rod Found On: Basement, Floor 3 Description: An old scepter of a long dead king, dipped in gold. Priceless. Bronze Rod Found On: Basement, Floor 4 Description: An old scepter of a long dead king, dipped in bronze. One third as priceless as the Gold Rod. Silver Rod Found On: Catacombs, Floor 1 Description: An old scepter of a long dead king, cast in silver. Handy against werewolves. Hockey Mask Found On: Catacombs, Floor 2 Description: An old, beat up hockey mask. It smells like somebody wore it day and night maybe even to Hell. Bladed Glove Found On: Catacombs, Floor 3 Description: This old leather glove with blades over the fingers is going to cause all sorts of nightmares. Chainsaw Found On: Catacombs, Floor 4 Description: Looks like I could fit my arm into it if my hand was missing. It also seems like it has seen some action. Empty Revolver Found On: Attic, Floor 3 Description: 1+1+2+1… Rusty Knife Found On: Basement, Floor 2 Description: An old, intricate dagger covered in what looks like human blood. Bloody Candlestick Found On: Mansion, Floor 2 Description: Looks like the last person to "use" this never saw the light. Lead Pipe Found On: Mansion, Floor 3 Description: Odd. I have no Clue why this is here. Rope (Noose) Found On: Mansion, Floor 4 Description: Hangman… hangman… swinging from the gallows pole! Maltese Falcon Egg Found On: Mansion, Floor 2 Description: A strange and ornate egg. What on Earth would hatch out of this? Cup of a Plumber Found On: Attic, Floor 1 Description: Inscribed on the cup "It is best if you don't choose… poorly." Gold Crown Found On: Attic, Floor 2 Description: Inscribed inside the crown: "Upon this head I bestow all my power and knowledge, rule wisely" Bronze Crown Found On: Attic, Floor 4 Description: Inscribed inside the crown: "Go for the Gold" Silver Crown Found On: Basement, Floor 1 Description: Inscribed inside the crown: "Second place is the first loser" The Only Ring Found On: Basement, Floor 2 Description: An ancient ring of unspeakable power. What does it do? Who knows? No one has ever spoken of it. The Bronze Fleece Found On: Attic, Floor 3 Description: Sure, the Golden one gets all the fame! A Hair Found On: Attic, Floor 3 Description: A ball of hair. This would be disgusting if it were in a different house. 3.1.1.2 Grandpa's Journal Entry 1 Found On: Mansion, Floor 1 Description: I've arrived at the house of Zachary Graves. Hunting the Urn has lead me all over the world and all the clues, snitches, signs, and omens point to this as its final resting place. Entry 2 Found On: Mansion, Floor 1 Description: The locals say Graves was an eccentric, a kook, a recluse that shut himself in his mansion and never came out. No one's been here in over fifty years! I'm surprised it's still standing! Entry 3 Found On: Mansion, Floor 2 Description: You know I met Graves once when I was a younger man. He was obsessed with the occult, especially with the afterlife. I wonder how he likes it? Entry 4 Found On: Mansion, Floor 2 Description: After I find that Urn I think I'll take that curator's job at The Cape History Museum. It will be good to spend time solving someone else's riddles for a change. Entry 5 Found On: Mansion, Floor 2 Description: Now that Ash and I have gone our separate ways, he can seek out that ol' book of his, and I can finally prove to the world that the Urn really does exist! Entry 6 Found On: Mansion, Floor 2 Description: There's something wrong here. I can feel it in my sniffer! I'm jumping out of my skin at every noise and trying to convince myself I just didn't see what I think I saw… did I? Entry 7 Found On: Mansion, Floor 3 Description: I think I've packed too much stuff! It's really getting heavy. I think I'll start stashing extra supplies along the way. They might come in handy later. Entry 8 Found On: Mansion, Floor 3 Description: This house is abandoned but it sure ain't empty! There's ghosts and creatures all over the place and I've heard some noises that ain't human, I'll tell you that! Entry 9 Found On: Mansion, Floor 3 Description: Something has gone horribly wrong here. This place seems bent… twisted. It's like madness. Something tells me this place and reality busted up a long time ago. Entry 10 Found On: Mansion, Floor 3 Description: These creatures have been living in complete darkness for so long that even the slightest spark causes them pain. Wonder how they'd like it if I were to use an even bigger light? Entry 11 Found On: Mansion, Floor 4 Description: Success! I've used lit torches to drive them monsters back into the shadows! Nothing can stop me now! Ouch… hand cramp! Entry 12 Found On: Mansion, Floor 4 Description: It's like this place was created by a madman… or for one. If Zachary wasn't insane before living here, I'm sure this place had him sipping loony juice right quick! Entry 13 Found On: Mansion, Floor 4 Description: The state of this house is making me believe I was right in coming… That the Urn IS here and what Graves tried to achieve with it must have been something awful. Entry 14 Found On: Attic, Floor 1 Description: What did ol' Henry used to say? Oh yeah, 'Let he who illuminates this, illuminates me.' Smart chap, smelled like soup. These walls… I bet if I had the right light… Entry 15 Found On: Attic, Floor 1 Description: There is one heck of a screeching coming from somewhere up above me. It sounds like someone's doing a tap dance on the roof with golf shoes on. I wonder what their handicap is? Entry 16 Found On: Attic, Floor 2 Description: It's worse than I thought. Whatever dark forces flow through this place have sunk into the very fabric of the house. It is becoming more twisted with each and every step. Entry 17 Found On: Attic, Floor 2 Description: Graves was a crackpot and a blowhard, but evil? I don't know if I buy it. But what else could explain this place… and it seems like its getting worse! Entry 18 Found On: Attic, Floor 4 Description: I can't believe it, the Eye of Sour-On! I thought it was lost a long time ago. Ahem… and when I turn my gaze upon thee, let he who harbors evil know what it means to burn. Entry 19 Found On: Basement, Floor 1 Description: That monstrosity was way too strong! Lucky I found that chute in time! But now I'm stuck in the basement of the house and I can't even imagine what's waiting down here! Entry 20 Found On: Basement, Floor 1 Description: Spiders? Why did it have to be… spiders? I hate spiders. All those eyes, and legs, and mandibles. Yuck! When I get out of here, I hope I never see another spider as long as I live! Entry 21 Found On: Basement, Floor 2 Description: I'm hearing things, horrible things echoing through the abandoned prisons. It sounds like whatever haunts this place must have suffered. Entry 22 Found On: Basement, Floor 2 Description: The bones are awake! At first I thought it was the light playing tricks, but when that yellow head turned and its empty sockets began to glow I knew that I was in for some trouble! Entry 23 Found On: Basement, Floor 3 Description: So much suffering in this light-forsaken place. You can feel the evil. Before this, I couldn't imagine such a concentration of rage and pain. Now, I feel like I'm being eaten alive by it! Entry 24 Found On: Basement, Floor 4 Description: Is this a fool's errand? Have I seen my grandkids for the very last time? There's nothing I can do but keep going, I got to find the Urn! I got to get back home! Entry 25 Found On: Catacombs, Floor 1 Description: Jumping Jehoshaphat, you should have seen the size of that thing! It was like two elephants got together to dress up in a spider suit! Even with the Branch, I was lucky to escape! Entry 26 Found On: Catacombs, Floor 1 Description: Now I see why there's no Graves-family plots outside, it looks like they've been burying their dead beneath the house for generations. A little crowded if you ask me… Entry 27 Found On: Catacombs, Floor 1 Description: 1165… 1226… These crypts are ancient! Could the Graves line really reach back that far? Did they dig up their dead and bring them here? Sounds like a lot of work for a bunch of dead folk. Entry 28 Found On: Catacombs, Floor 2 Description: The darkness has a life all of its own. I can feel it pressing in on me. Every inch I move feels like a mile. Even with the holy light, I don't know if I can make it. Entry 29 Found On: Catacombs, Floor 2 Description: It's not much farther now! I don't know how to explain it, but I feel like a million smackeroos! Something great is about to happen! I just know it! Entry 30 Found On: Catacombs, Floor 3 Description: There is something at work in these catacombs, something made of pure evil. I can feel it whispering to me. I hear it calling to me. It's getting hard to breath. Entry 31 Found On: Catacombs, Floor 3 Description: It knows me. It knows my name. It is calling, beckoning, a whisper at my ear that is slowly… I… yes I will come… the Urn… help me! Entry 32 Found On: Catacombs, Floor 4 Description: The inner chamber… The Graves name in blood… trapped… if anyone finds this… tell Jake and Silvi… forgive… 3.1.1.3 Amanda's Diary Entry 1 Found On: Mansion, Floor 1 Description: My dreams have come true! I have met the most wonderful man. His name is Zachary. He is handsome and caring. I have never known love such as this. Entry 2 Found On: Mansion, Floor 1 Description: We were married by the lake beneath the cherry blossoms. Pastor Reynolds performed the service. It seemed as if everyone in Spirit Bay came to offer up their good tidings! Entry 3 Found On: Mansion, Floor 1 Description: Wonderful news! I am with child! It is the happiest day that I could ever imagine! Zachary was so excited he couldn't stop twirling me! Oh, I do love him so! Entry 4 Found On: Mansion, Floor 2 Description: I have given birth to a fine son. He is strong like his father, with fair hair and blue eyes. We have named him David, David Augustus Graves. Entry 5 Found On: Mansion, Floor 3 Description: Maribelle was born this past winter. She was small, but the doctor says she will gain her health as she grows. She has certainly caught Zachary's eye. Entry 6 Found On: Mansion, Floor 4 Description: They are almost inseparable. Every step Zachary takes, Maribelle comes teetering after. I have never seen two souls more bound to each other. Entry 7 Found On: Attic, Floor 2 Description: The winter fever has set in and Maribelle… she is so slight, so small, and the winter has been harsh already. I pray that she will regain her strength. Entry 8 Found On: Attic, Floor 2 Description: To my sweet Maribelle, whenever I see a star in the sky I will think of the light you brought to our lives. Sleep now dear heart. We will be with you soon. Entry 9 Found On: Attic, Floor 3 Description: My poor beloved Zachary, he can't eat, he won't sleep. He spends most of his time in the family tomb weeping. I am afraid this might have shattered him. Entry 10 Found On: Basement, Floor 1 Description: He spends all of his time in the library, pouring over those books of his. He has always had interest in superstition and lore, but I fear it has grown into an obsession! Entry 11 Found On: Basement, Floor 2 Description: When I awoke this morning, he was gone. The children and I have no choice but to do the best we can in his absence. Funny, but the house feels lighter with his departure. Entry 12 Found On: Basement, Floor 2 Description: It has been over two weeks and I still have not received as much as a letter. Where could he have gone in such haste? What would possess a man to leave his loved ones like that? Entry 13 Found On: Basement, Floor 2 Description: Sometime after midnight I heard the front door slam open and heavy footfalls lead off to his chambers. He hasn't emerged since. Entry 14 Found On: Basement, Floor 3 Description: I happened upon him in the hall. I hardly recognized him! He was carrying some sort of vase that I'd never seen before. I wanted to ask after it, but was afraid to do so. Entry 15 Found On: Basement, Floor 3 Description: A terrible storm last night. The wind howled and the shutters slammed. I have never seen such a storm as this in all my days. The children were terrified! Entry 16 Found On: Basement, Floor 4 Description: I came upon him in the library. He must not have heard me approach. When I touched his arm, he jumped and the look he gave me chills me even now. I have never seen such… evil. Entry 17 Found On: Basement, Floor 4 Description: Zachary is growing more and more secretive. I am finding doors locked that were never locked before by a key that only he holds. I fear he has gone mad! Entry 18 Found On: Catacombs, Floor 1 Description: He has begun locking the doors that lead to the children's quarters. I have tried and tried to find another way, but I can't find a path that is not barred to me. Entry 19 Found On: Catacombs, Floor 1 Description: I have not seen the children in days. He has allowed us to speak through closed doors, but that is as close as he will let us. If I could only get to the tool shed and retrieve an axe… Entry 20 Found On: Catacombs, Floor 1 Description: His cruelty knows no bounds. I need my children. Sometimes I think I hear their laughter echoing through the halls, but when I search for them, I find only locked doors. Entry 21 Found On: Catacombs, Floor 2 Description: It is that vessel… that Urn of his. I am sure of it. I can see now that it holds some sort of power over him. I must rid us of the cursed object once and for all! Entry 22 Found On: Catacombs, Floor 2 Description: He never lets it out of his sight. I must devise a way to wrest it from him long enough to destroy it! Entry 23 Found On: Catacombs, Floor 3 Description: An earthquake! As the ground trembled he flung the doors open in haste. I found it in his chambers. Seeing my chance, I dashed it on the stones of the nearby hearth. Entry 24 Found On: Catacombs, Floor 3 Description: I have hidden the pieces of the cursed object all around the mansion. It is the only way to keep it from him and him from it. I can only hope it is enough. Entry 25 Found On: Catacombs, Floor 3 Description: I can hear him storming through the mansion in search of it, but I swear on the lives of my children he will never find what remains! Never! Entry 26 Found On: Catacombs, Floor 4 Description: I have made things worse. Whole, the vessel held only Zachary in its thrall, but broken, it's as if its malevolence has seeped into the very foundation of this house and into us all. Entry 27 Found On: Catacombs, Floor 4 Description: I have locked myself in the (return here) northern tower for my own safety, but I know it is only a matter of time before he comes for me. Entry 28 Found On: Catacombs, Floor 4 Description: I can hear his footfalls on the stairs. The time has come to be brave. Tell my children I love them. He shall find no answers here. 3.1.1.4 Zachary's Chronicle Entry 1 Found On: Mansion, Floor 1 Description: Amanda is a fine woman and will make a fine wife. I look forward to returning to the family mansion in Spirit Bay. I am sure my mother would favor the company. Entry 2 Found On: Mansion, Floor 1 Description: We were only just married and Amanda is already with child. I am overjoyed at the news! I cannot wait to raise our family together. Entry 3 Found On: Mansion, Floor 3 Description: Whenever I turn, my 'Belle is right behind me. She is such a curious child! I must admit, I have never known love like this. She is my everything! Entry 4 Found On: Attic, Floor 1 Description: Oh merciful angels, no! The children! The fever is upon them and has confined them to their beds. Amanda and I spend all of our waking hours at their bedsides. Entry 5 Found On: Attic, Floor 2 Description: Please, do not take my Maribelle from me! She is so small and so pure. If you are up there watching over me, take me instead. I could not bear otherwise. Entry 6 Found On: Attic, Floor 2 Description: This is a cruelness that I cannot, will not abide. To pluck a flower such as this when it just so recently found root… Damn you! Damn you straight to hell! Entry 7 Found On: Attic, Floor 3 Description: There is nothing looking over us. No power that knows of the pain that we hold in our hearts. No mercy. We are utterly alone, and being alone, must fend for ourselves! Entry 8 Found On: Attic, Floor 4 Description: There are things that I have read of, objects that exist that are said to hold sway over this world and the next. If I could only get my hands on one of these objects, perhaps… Entry 9 Found On: Basement, Floor 1 Description: The Urn… it is said to have the ability to preserve the souls of those who are attuned to it. With it, they are the ones who hold the key. THEY are the ones with the power! I must have it! Entry 10 Found On: Basement, Floor 1 Description: I must have it… I must find this Urn. It is the only way to be safe, the only way I can hold onto the ones that look to me for protection from the cruelties of life. Entry 11 Found On: Basement, Floor 2 Description: I am too late! Just look at them. They do not know what it is they have, they only see it as a prize. They cannot understand its power. They must be enlightened! Entry 12 Found On: Basement, Floor 2 Description: It was worth it. The Urn is more glorious than I could ever imagine. I could feel the power radiating from it. I have never seen anything so beautiful. Now, to unlock its power. Entry 13 Found On: Basement, Floor 3 Description: All is prepared. The binding ceremony shall begin at the stroke of midnight. Entry 14 Found On: Basement, Floor 4 Description: It is like she has never left. To think the Urn could do such an amazing thing. Her spirit is one. We shall never be separated again. Entry 15 Found On: Basement, Floor 4 Description: The gift must be shared with those that need it most… the children. They will come to know what it means to be whole. They must be shown the way. Entry 16 Found On: Catacombs, Floor 1 Description: He tried to fight it, tried to pit his will against the power, but he does not realize that he is already a part of us and we are a part of it. He realizes now… Entry 17 Found On: Catacombs, Floor 1 Description: She would not stop crying, even when she saw that her own brother stood beside her. Now she sees that she is one and there is no more reason to weep. Entry 18 Found On: Catacombs, Floor 1 Description: The veil has been lifted. They see the beauty and the majesty in what we share, what we have become… continue to become. As a family should… Entry 19 Found On: Catacombs, Floor 2 Description: She holds a great hatred for us, for what we have become. She does not understand. She must be made one. Entry 20 Found On: Catacombs, Floor 3 Description: Do you think you can challenge us? Go ahead, shake this house to it's foundations! You are nothing! We forsake you and anything that you stand for! Entry 21 Found On: Catacombs, Floor 3 Description: It cannot be! We remain tied to the Urn, but the bond between us has been shattered. I have never felt so empty. I must be found! Everything shall burn if need be! Entry 22 Found On: Catacombs, Floor 3 Description: It was her, that harpy, that succubus, that harlot! She has always been jealous of me, has always tried to hold me back from my true greatness! She will do so no longer! Entry 23 Found On: Catacombs, Floor 4 Description: We found her broken body. A pity… If she could not be forced to join us in life, then it must be done so in death. Once we find the Urn… Entry 24 Found On: Catacombs, Floor 4 Description: OI had her body interred beneath the mansion. There she is bound and there she shall remain until the Urn can be used to release her. Thus is the price of her treachery. 3.1.1.5 Coins Coins Description: Strange currency with an odd logo on each side. You Have: XXX 3.1.1.6 Lights 3.1.1.6.1 Non Offensive Lights Non Offensive Lights will provide you with light so that you can see objects and your character. These lights do not harm your enemies so they cannot be used as weapons. While in use these can be used to light Fireplaces. Matches First Found On: Mansion, Floor 1 Lasts For: 10 seconds Max Load: 50 Game Description: A small tin box of matches… finally a little light. Candle First Found On: Mansion, Floor 2 Lasts For: 20 Seconds Max Load: 3 Game Description: What an odd candle holder. Find some candles and the light will last longer and show more. Cell Phone First Found On: Mansion, Floor 3 Lasts For: 35 Seconds Max Load: 3 Game Description: Can't blow this out, can you? Nothing dispels darkness as well as my trusty blue LED. 3.1.1.6.2 Offensive Lights Offensive Lights are stronger than Non Offensive Lights and exposing an enemy to their light causes them damage. Long enough exposure will defeat an enemy completely. In spite of the fact that they are hurt by the light enemies will still attack you, so holding an Offensive Light does not create a safe zone. While in use these can be used to light Fireplaces. Torch First Found On: Mansion, Floor 4 Lasts For: 15 Seconds Max Load: 3 Game Description: It is so hot it almost hurts to hold in my hand. Let's see if the inhabitants here like it. Normal Lantern First Found On: Attic, Floor 1 Lasts For: 3 Minutes 20 Seconds Max Load: 1 Game Description: Not as bright as the torch, but certainly more revealing. Red Lantern First Found On: Attic, Floor 2 Lasts For: 3 Minutes 20 Seconds Max Load: 1 Game Description: Just like the normal lantern, only with a strange Red light. I wonder what I can find with this? Green Lantern First Found On: Attic, Floor 3 Lasts For: 3 Minutes 20 Seconds Max Load: 1 Game Description: Just like the normal lantern, only with a strange Green light. I wonder what I can find with this? Blue Lantern First Found On: Attic, Floor 3 Lasts For: 3 Minutes 20 Seconds Max Load: 1 Game Description: Just like the normal lantern, only with a strange Blue light. I wonder what I can find with this? 3.1.1.6.3 Magic Lights Magic Lights are in some ways the most powerful lights in the game. Holding one will make your character visible and when fully charged provide a small amount of ambient light. Exposure to the light of a Magic Light will damage any enemy in the game. These lights will never lose their power and can be carried throughout the entire game. With the exception of the Eye of Sour-On, which can be found multiple times, Magic Lights can only be found a maximum of two times in any game and the second time is purely chance. If you give up a Magic Light it will most likely be gone for the rest of the game. Use of a Magic Light will create an aura of light that instantly destroys any normal enemy. They take time to recharge after use. While being held these can be used to light Fireplaces. Eye of Sour-On First Found On: Attic, Floor 4 Recharge Time: 10 Seconds Usage Time: 1 Second Range: Short Game Description: Never blinking, never closing, it peers ceaselessly into the darkness. All in its gaze suffer from its light! Flaming Branch First Found On: Basement, Floor 4 Recharge Time: 15 Seconds Usage Time: 3 Seconds Range: Large Game Description: Strange, this branch can be burned, but does not look burned. It must be magical. Staff of the Magi-Straight First Found On: Catacombs, Floor 2 Recharge Time: 20 Seconds Usage Time: 2 Seconds Range: Medium Game Description: Inscribed on the staff "Behold the power of the heavens, the rage of the storm." Skull of Enlightenment First Found On: Catacombs, Floor 4 Recharge Time: 25 Seconds Usage Time: 3 Seconds Range: Whole Screen Game Description: A crystal skull, humming with energy and ethereal power. Don't look directly into the light! 3.1.2 Weapons Weapons are lights that you obtain that are used solely to destroy enemies. You cannot light Fireplaces while holding a weapon for its light. Using a weapon will use it up but it is the only way to obtain its effects. When you find a weapon is randomized but when one is found you will always be able to find more in subsequent levels. There are no game descriptions for weapons. Weapons will never run out of power so they can be carried until they are used. Flare This is the first true weapon that you find in the game. Carrying a Flare causes your character to be illuminated but it provides no ambient light for exploration. Using a Flare creates a circle of light that damages enemies like a Fireplace. Standing in this light will not heal you but it does provide a semi-safe spot when amongst enemies. A Flare will do no damage unless it is used. Light from a flare will not pass through walls. Its light will last 15 seconds. You can carry three at a time. Holy Land Grenade This is the second weapon that you find in the game. Carrying a Holy Land Grenade causes your character to be illuminated and provides a small amount of ambient light for exploration. Using a Holy Land Grenade will cause it to lie on the floor for 4 seconds and then it will detonate creating a circle of light that will badly damage and often destroy any enemy that is caught in it, even through walls. Its light will last 1 second. You can carry three at a time. 3.1.3 Enemies Ghost First Encountered On: Mansion, Floor 1 Ghosts are the first and most common enemy you encounter in the game. If a Ghost touches you, your character will become frozen in fear and most of your lights will be blown out. Being frozen doesn't harm the character but a Ghost may attack while you are helpless. An attack will cause your character's energy meter to go down by one mood. Giant Rat First Encountered On: Mansion, Floor 2 Giant Rats are the second enemy you encounter in the game and the most aggressive. Contact with a Giant Rat will cause your character's energy meter to go down one mood. They will not cause your character to be frozen in fear. Vampire Bat First Encountered On: Mansion, Floor 4 Vampire Bats are the third enemy encountered in the game. Like Giant Rats, Vampire Bats will not cause your character to become frozen in fear but will simply attack. Vampire Bats are weaker than Giant Rats and can take up to four hits before your character goes down a mood. However, Vampire Bats are the fastest animal enemies in the game and cannot be outrun. Sometimes you will find Vampire Bats hidden in searchable objects. They appear as boss characters in the first and final levels of the game. Gargoyle First Encountered On: Attic, Floor 2 (Blue) Attic, Floor 5 (Gray) Gargoyles are the fourth enemy you encounter in the game. Touching one will cause your character to be frozen in fear and most of your lights will be blown out. They will attack more often than Ghosts and a single hit will cause your health meter to go down by one mood. They come in two varieties: Blue and Gray. The main difference between the Blue and Gray varieties is that Gray Gargoyles are immune to all but magical Light, even Fireplace light has no effect on them. Blue Gargoyles will be harmed by any Offensive Light. Gargoyles appear as boss characters in the second level of the game. Spider First Encountered On: Basement, Floor 1 Spiders are the fifth enemy you encounter in the game. Contact with them causes damage, results in being frozen in fear, and most of your lights will be blown out. They are the second fastest monsters in the game next to Vampire Bats. These enemies take the most damage before being destroyed of any animal enemy in the game. Spiders can do two moods worth of damage per hit. They appear as boss enemies in the third and final levels of the game. Skeleton First Encountered On: Basement, Floor 2 (Green) Basement, Floor 3(Red) Skeletons are the sixth enemy you encounter in the game. Skeletons are slow when they are walking around but speed up substantially when attacking. Touching a Skeleton will cause your character to be frozen in fear, most of your lights will be blown out, and your health meter will go down one or two moods. Skeletons come in two varieties: green and Red. Green Skeletons can be harmed by any Offensive Light. Red Skeletons are immune to all but Magic Light. Even Fireplace light has no effect on them. Wailing Ghost First Encountered On: Catacombs, Floor 1 Wailing Ghosts are the seventh enemy you encounter in the game. Wailing Ghosts are essentially more powerful versions of normal Ghosts. They will sink into the floor upon taking damage. After they have sunk into the floor they can sometimes be hurt by light but are unseen. They will pop up after the light has passed them and attempt to attack again. If you come close to one, it will let out a scream that causes your character to be frozen in fear. Directly touching a Wailing Ghost will cause one mood point of damage and most of your lights will be blown out. Reaper First Encountered On: Catacombs, Floor 3 Reapers are the eighth enemy you encounter in the game. Reapers are the most powerful of the enemies you encounter. Contact with a Reaper not only causes your character to be frozen in fear but can also do up to three mood drops in your health. Most of your lights will be blown out as well. Reapers are immune to all but Magic Light. Even Fireplace light has no effect on them. They appear as boss characters in the final fight of the game. {-------------------------------------------------} {4.1 Frequently Asked Questions } {-------------------------------------------------} Q: What purpose do Coins serve? A: No purpose whatsoever. You cannot purchase anything with them, they don't change game's ending at all, and they don't heal your character. There's no reason for them to be in the game other than to add another collectable. Q: Okay, so Coins serve no purpose. So what about the Treasures? A: Very much like the Coins, the Treasures don't serve a purpose other than to add a collectable to the game. The Treasures do provide references to other murder/horror media and can be amusing to collect but outside of that there is no reason to collect them. Q: Don't tell me the Journal Entries are useless too! A: Not exactly. The Journal Entries are there to provide some insight into the history of the house and why it's haunted. They also explain why your Grandfather went into the mansion to begin with. Knowing the story does add some urgency to your mission. So the Journal Entries are there to tell you a more in-depth story. Otherwise, they are useless. Q: Who should I play as? A: Whoever you want to be. Choice of character does nothing to game play. The two characters will say different things while exploring but their health, attack power, speed, etc. are exactly the same. Q: I'm not afraid of the dark! Do I have to pick up lights? A: Yes. While it is possible to search objects without a light, you cannot beat boss enemies without a light and after you find Lanterns they are necessary to pass through certain doors that can only be passed through with the Lantern lit up. Q: My Lantern ran out of energy and I still have blocked rooms to explore! Do I have to start the level over? A: No. You can go back through light specific doorways without a Lantern. Return to where you found your Lantern and search the object that you found it in. You'll get another. Q: I dropped my Lantern behind a door that requires its light to open it! Do I have to start the level over? A: Yes. NEVER drop a Lantern behind a door that requires its light to open. The game doesn't take into account that you can't reach the Lantern. It only notices that you found the Lantern and have not used it up, therefore, you cannot find a replacement and you cannot return to get the Lantern you dropped. Q: Hey! I had a bundle of 2/3 lights on the floor, but when I picked up my bundle the game gave me only one light back! A: The game will only register bundles of lights (other than Matches) to have more than one if you don't have any of that Light Source in your inventory or the room. Best thing to do is: drop the single light in a room other than the bundle, pick up the bundle, use up one of the bundle (if you have three), and pick up the single light. If you dropped the bundle in the same room as the single light, you may lose all but one of them. This happens most often with Flares. Q: My Lantern/Torch/Flare light won't hurt this enemy! What do I do? A: Reapers, Red Skeletons, and Gray Gargoyles are immune to all but Magic Light. Use of the Eye of Sour-On, Flaming Branch, Staff of the Magi-Straight, or Skull of Enlightenment will destroy them. You can also use a Holy Land Grenade. If you don't have any of these, you cannot defeat the enemy. Q: Oh no! I left my Lights behind and I have a boss fight! How can I win? A: In the first three boss fights there are always chests in the boss room that will contain lights. If you don't have a Magic Light when you enter into the room, search the chests, if you need one to win you'll find one. Beware; there are no searchable objects in the final fight. If you enter into the final boss room without a Magic Light, you will not be able to harm any enemy and are doomed to fail. Q: Why are there some objects that are empty? A: Most empty objects normally carry things like Lanterns or Magic Lights. However, you can usually find only one Lantern of its kind (the exception being the Normal Lantern) at a time and only one of each kind of Magic Light. If you open an object that would contain one of these items, it's going to be empty. It is also possible to find an empty chest that will contain a Coin or Small Health in other game plays. There is no discernable reason for this and it is unavoidable. Don't worry about it, an empty object that cannot be re-searched never carries anything required to finish a level. Q: Do I have to enter the rooms in the order you mention? A: You know the answer is no. Unless I make mention of finding something like a key, or a lantern, or a lever that is required to open a door the order in which you enter the rooms isn't fixed. You can even enter into doors requiring Lantern light early if you brought the right Lantern with you from the previous level. I just gave you the order of rooms that I used to explore, but you can play however you want. Q: You said I'd find a Coin/Health Icon in this room but I didn't! A: A lot of what you find in this game is randomized. Treasures, Lanterns Magical Lights, Vampire Bats, and Journal Entries are the only things you'll always find in the same spot every game. The Coins, Light Sources, and Health Icons alternate between level plays. This means you can play through the game once and find certain items and then find different items in the same objects when you play a second time. Even if you just use the Level Select option you will find different items in each searchable object. I told you what you're most likely to find, not what you are guaranteed to find. Q: Augh! I missed a Treasure/Journal Entry! Do I have to play the whole game over to get the description? A: No. The game will record every Journal Entry and Treasure you find in the Trophy Room and it remains there until you erase the data from your system. While it is true that you can only find Journal Entries and Treasures in specific places you don't have to play the whole game over. You can play the whole game over if you want but if you just want a collectable, go to the Level Select option, replay the level, and find the missing collectable. It will be recorded in your Trophy Room and its entry will not be erased even if you start a new game. Q: You said I would lose three mood points if I got hurt by a Reaper but I only got hurt for one! A: I said you could lose UP TO three mood points. You won't always lose the max mood points if a Reaper or another strong enemy hurts you but just be aware that it can and (if you're not careful) eventually will happen. Q: I took more than one mood point of damage by an enemy that you said would only take one! A: The reaction time for your health meter is slow. If you find that you have taken more than one mood point of damage after being attacked by a weaker enemy, it's because you were attacked multiple times and the game didn't register it right away. Q: Your recharge times are wrong. A: It takes longer to recharge a magic light if you switch to a different light when the Magic Light is recharging. The recharge time is the time it takes should you keep holding the Magic Light to let it recharge rather than using a different light while waiting for it to recharge. If you do this it takes twice as long for the light to recharge. {-------------------------------------------------} {5.1 Disclaimer/Copyright } {-------------------------------------------------} Use of this guide is for public or private use only. Profit gained from this guide is strictly prohibited. This guide should appear on GameFAQs, Gamers Hell, Cheat Happens, and Neoseeker only, unless written consent is received from the author. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. All unofficial names given to things may be used in other guides, but should be treated as trademarks of Atari or other respective trademark holders. {-------------------------------------------------} {6.1 Contact Information } {-------------------------------------------------} If you have any information to add to this guide or questions that I did not answer contact me at renodox@hotmail.com with "Haunted House Guide" in the subject line. Spams and lewd comments will be deleted.