HAUNTING GROUND Format: PS2 Genre: Survival Horror FAQ Version: 2.0 Date of last update: June 12th 2005 FAQ by: David Kamikaze (aka Kami aka Kazemana aka "That can't be your name, surely?!") Index: Section One - The Legal Stuff Section Two - Updates Section Three - Game Basics Section Four - Tips and Tricks Section Five - Walkthrough Section Six - Puzzle Guide Section Seven - Endings Section Eight - Game Movies List Section Nine - Game Secrets/Unlockables/Easter Eggs Section Ten - Hewies Mini Game Section Eleven - FAQ Section Twelve - Contact Information Section Thirteen - Credits Section Fourteen - Permissions /-----------------------------\ |Section One - The Legal Stuff| \-----------------------------/ Look, I hate writing this as much as you hate reading this. But sadly, in an age where people will steal just about ANYTHING, it has to be done. Besides, who isn't getting sued these days? At least the lawyers/solicitors are making a healthy living, and they will do from you if you don't read this bit with care. This guide is Copyright (c) 2005 David Kamikaze. You may use this for private, personal usage only and may not be reproduced without prior, written consent by me. You may download and print this document, but only for non-commercial usage. As obvious as this is, as this document is protected by copyright law, you may not claim ownership, edit, or use any part of this guide. This should be obvious but some people still don't seem to get it, so I am explicitly stating it here, now. All trademarks are the property of their respective owners. Haunting Ground and all its characters are property of Capcom. This guide so far is updated most frequently on GAMEFAQs (http://www.gamefaqs.com) - check GameFAQs for the latest updates. Those found using this guide without my prior consent will be asked to cease usage and take it down. Further breach of this agreement will force me to take legal steps and may end up with people being spanked on the bottom. If all else fails, I will wedgie you all the way to court. Get the picture? So, basically, steal this at your peril. /----------------------\ |Section Two - Updates | \----------------------/ 01-05-2005 Damn, this is my first walkthrough for ages! It's been what? Two years? Doesn't the time fly... *sigh* Oh well. Here I am, older and wiser (I think), my sense of humour more refined (Yeah, right)... sheesh. I hope I can still do this... oh wait, I already am! KOOL BEANIES! Ahem. Anyway, walkthrough all the way up to the Debilitas boss fight, puzzle guide, key spots to take note of... you know the drill, I'll just hold your hand and guide you through. FAQ is looking a little empty though, but I'm sure it won't be that way for long. The guide is still incomplete, but I thought I'd offer at least a slightly fuller version. Will update VERY soon. 02-05-2005 It's been uploaded, and updated already? Yes, yes, LOL and all that jazz. Anyway, the walkthrough and puzzle guides have been updated to the end of Daniella and up to meeting Riccardo as your new enemy. Please note that staying up all night, playing the game and typing this out is NOT a good way to preserve your patience or sanity, I do it so you don't have to. I'm tired. Exhausted... need sleep... zzzzzzzzzzzzzz.... 03-05-2005 Sleep. It's good for the soul. And I'm not getting any of it, sadly. Anyhow, updated to the end of Riccardo now, taking you close to the end. Aren't I a nice guy? Also this update, I made some minor format changes (removing unnecessary breaks and correcting typos) and added new sites to the Permissions list. This amount of gaming cannot be healthy. Oh, and next update, I will finish the walkthrough and puzzle guides. So this is version 0.5c - next update it will be 1.0. Enjoy what is here so far! 03-05-2005 Forget zombies. Forget this game. You want horror, you just need to look at me right now. I'm running on absolutely nothing, and yet still typing this out and making perfect sense! However, once I started... I couldn't stop... and now, the walkthrough for the best ending is up! It's pretty much as complete as I'd hope for at this early stage of writing (1.0 is still pretty early), updated the puzzle guide, updated the Endings part with the good ending and it's translation, as well as a brief ending description. If you want to send in descriptions of the other endings, please do, I will credit you! Start sending in those questions, comments and suggestions, I'm open to them! But please, do enjoy the complete walkthrough... 04-05-2005 OK, so I've started now on the end-of-game unlockables and secrets, which I'll keep working on. And I will also start next update on the Mini Game walkthrough. Another permissions update, and general formatting issues continue (Mainly because I was writing this walkthrough while playing the game, so attention was divided somewhat). Added up Fiona's unlockable costumes, and currently seeking and verifying potential Easter Eggs. I don't remember doing a walkthrough being this... well. Stressful isn't the word... Hectic? 04-05-2005 Yep, another update. Credit to a one Frank Kortland for taking the time to e-mail me with information about a hiding spot in the Mandragora Garden. Excellent stuff. Also added another site to the permissions list. It's worth asking, but if this guide is seen ANYWHERE that isn't on the permissions list, please e-mail me with the link to the site, and I'll have words. 07-05-2005 Back again with a pretty heavy update. First of all, large and undiluted credit to Hima (Surname wasn't well translated), who I believe is from Thialand, for MASSES of in-game tips, tricks and information. Also I must give credit to Lisa Johnstone, for pointing out a cutscene I wasn't aware of. My deepest thanks to you both for your valuable input. Anyway, in other update news, I have started on the movies list, started on Hewie's minigame and - behold - FAQ actually contains some questions! Huzzah! The format of the guide has changed a bit too, to make it a bit more easy to read and follow, there's been a MASS proofreading and as such spelling and a few other problems in the text of the guide have been ironed out... made a start on the movies list, Hewie's Mini Game, and added in Tips and Tricks just before the walkthrough as to things which Hima suggested. In short, a pretty fair progression to 1.1a - hope this helps you guys! 08-05-2005 This is a pretty minor update. Hello to all my Japanese fans who have taken the time to e-mail me (All five of them! Hey, by my reckoning, that's one more than Gwen Stefani has! GO ME!)... err, konnichiwa! I thank you for your praise, doitashimasite. (I'm learning!) As your requests, I have made a couple of small changes to the guide that you suggested had confused you, hopefully it clears things up for everyone else too. Also added information on Fiona the Frog (Costume), added up two of the endings (Bad and Quick Escape), and therefore I also updated the movies list accordingly. Enjoy. 15-05-2005 OK, I had to take a break. Playing one game only for two weeks can do funny things to your mind, so I decided to take a small break. Anyway, time for an update. Thanks to Shaun Sturgess for another hiding spot that I missed (Wow. More than I expected!) and the location of an item, which might prove useful. Next update, I plan to start work on a list of the items you can synthesise, do a full keyplates list, and finish off the movies list. Oh, added another site to the permissions list as well. 12-06-2005 It's been a while. This update however is huge. No scratch that, MASSIVE. The walkthrough has been tweaked, refined and made a little clearer at times. The movies list is complete. The keyplate list is complete. More easter eggs! More other-game references! More information as to what Azoth is! More! MORE! MMOORREE! It's such a big update, it's now version 2.0! So enjoy! Sorry it took so long, I haven't been well and I meant to do this update last week, since it was my week off... /----------------------------\ |Section Three - Game Basics | \----------------------------/ Haunting Ground is a survival horror very much in the same grain as Clock Tower, whereby your character does very little to no combat at all, it's essentially a true SURVIVAL horror, you're being staked by freaky, weird or just sanely challenged people and if they get their hands on you... well. You're stuffed. Also in Haunting Ground is the addition of the "TRAP" - these lovely instant death scenes are scattered about and can do your head in, but getting past them is pretty good fun. The character, Fiona, reacts pretty much as any teenager would in her situation: her heart races, she panics, she hides, she gets scared by some pretty minor things which most game leads would take in their stride - Fiona is human, with all the weaknesses that entails. Hence why she is later joined by Hewie, a gorgeous albino Alsatian who can be trained in-game using simple commands, rather like Capcom's earlier attempt in Outbreak - just works better here. At heart though, this game is about getting lost and trying to think of the most logical way to progress - often meaning you have to ram into things, kick things (just try not to kick Hewie too much!) and examine everything. It's slow-paced and has plenty of good scares, those seeking a fast-paced and easy to get into experience might not get into this title, but those willing to take their time will love this extremely clever title. Oh, and on one final note - the game looks absolutely (bleep)ing gorgeous. OK, onto some key points of the game. First up is the PANIC status - when the brown stuff hits the fan, Fiona freaks out and panics. In this state, she just runs for her life. Commands for the dog later will just be "Help!", and Fiona can often stumble in this status. It's good for getting away in a pinch, but in PANIC Fiona takes a LOT more damage, so generally you'll want to keep her calm. Panic can be reduced by items, or hiding, but if Fiona was lost it, you can do neither except let her system work it out. Gotta love the freaky confusing effect in this status though. Secondly, controls are actually a lot more refined than in previous Capcom games, finally the character goes where the control stick is pointed. Camera angles are forgiving, and it feels much better. Basic commands: D-Pad/Left Analog Stick - Moves Fiona. X - Run, you'll use this a lot. Circle - Examine something/Open doors/Close doors Square - Kick. While running, this command turns into 'SHOVE' whereby Fiona does a shoulder ram instead. Kicking is good for uncovering items in vases. Triangle - Use equipped items/weapons. L1 - Crouch. Fiona will remain crouched until you input another command. R1 - Jump Back/Backstep. Pressing square after this will make Fiona lunge forward. The right analog stick is used to issue commands to Hewie: Right Stick Up - Go and Attack Right Stick Down - Come Right Stick Left - Scold Right Stick Right - Praise Right Stick R3 - Sit/Stop To respond to those who ask what the R3 button is - press the Right Analog stick in, and you'll hear a quiet "click". This is the R3 button. Hope that clears it up. (But seriously, you would know this if you read the PS2 manual) And last in this section, the characters. FIONA BELLI Fiona might not be a kick-***-and-take-names kinda girl, but she's not stupid. Leaving home at 18 to go to University. Reunited sometime later, presumably in the time off students get, they take a little car ride. Fate intervenes, and the car crashes - in what circumstances, we don't know. Mr and Mrs Belli are killed. Somehow, Fiona survives, but finds herself awakening in the dungeon of a creepy castle... is this just a bad dream? Or is it a living nightmare? Mr and Mrs BELLI We see them in cutscenes, very much in love. Such a happy family, and such a sad tragedy... HEWIE An albino Alsatian dog who was also captured and held in the dungeon. When Fiona saves him from being tied up at a tree, he decides to follow Fiona around. He's smart, although definitely still has that infamous selective hearing problem that all dogs seem to suffer with (mine included). DEBILITAS Big, dumb and ugly. He would be harmless but when he gets excited, he loses all control. With the body of a huge hunchbacked freak and the mental age of a five year old, Debilitas might just want to play, but Fiona is just as breakable as any dolly in this freaks collection. DANIELLA The mysterious maid who seems to feel no pain whatsoever. Loves her Mandragora Plants, and protects them at all costs. While she seems harmless enough, she can wield shards of glass and pieces of sharpened metal and be a sizable threat. You have been warned. RICCARDO This guy seems to be the leader. He introduces himself as the castles keeper, but it is very clear he has another agenda on his mind, as well as a seemingly split personality. Riccardo bears a close resemblance to Mr Belli, Fiona's father. Could they be related? LORENZO He seems to want to help... but he has a much larger plan in motion. /-------------------------------\ |Section Four - Tips and Tricks | \-------------------------------/ * Utilise anything that could help you when hiding. Thanks to Hima for mentioning to me that certain objects - such as TVs - can be turned on and used to distract enemies from your actual hiding spot. * If there is no hiding spot, crouch behind a door. Hima tells me that this works very well in a pinch, and after trying it out, I have to say, it is surprisingly effective - but like all spots to hide, abuse it and you'll still be found. * If you want easy Hewie friendship, get Hewie to sit (R3) and hit R3 again to perform a "Handshake". Praise him for this and friendship increases (note: does not work when being chased) - once again, thanks to Hima for this contribution. * If you WANT panic in the mansion, kick or hit the chanting men three times and they'll turn around and punch you. Hima is getting a lot of credit here! :) * Hima once again continues to dominate this section of the guide by pointing out that Fiona CAN slam doors into the faces of enemies, by closing the door as they start walking through. Well, every little bit of damage helps! Note this is a double-edged sword, as they can also open doors and hit Fiona by doing so! * And thanks to all who mentioned Hewie's "Critical Attack". Order Hewie to Sit and Stay, then when an enemy is around and he starts to growl, order him to attack for a super-damaging attack. Vicious little pup, isn't he? /---------------------------\ |Section Five - WALKTHROUGH | \---------------------------/ It's what you're here for, right? Just to point out certain things: *CLOCK SAVE* This means there is a clock in the nearby vicinity. These act as your save points, so use them! *RECOVERY POINT* These points recover stamina and reduce panic. Cannot be used while being chased, but keep these points in mind as they save on item use. *SECRET ITEMS* Basically, there's an item hidden nearby. I will NOT use this however for the vases on the floor, you should learn to kick those yourself. *HIDING SPOT* These are the most important areas in the game - somewhere to hide when being pursued. Try not to hide in the same place every time though or the bad guys will very quickly suss out what you're doing. *TRAPS* And finally, I will give fair warning of traps and explain how to bypass them. Traps mean instant death, which isn't fun. OK, we're done with that, time to get on with the guide. -> CHAPTER ONE - Aim: Find a map of the Castle [Dungeon] Cut scene. [The Gardens] OK, walk through the gardens and towards a tree. You can go past this on this level and down a dead end, towards a caged area - in which usually hides a MEDALLION, but I have picked up a CAMOMILE here too before. Head back to the tree, note the stairs leading up, and run ALL the way up. Yes, ALL the way up. Enter the door. [Guest Room] *CLOCK SAVE* on the left side of the room. *HIDING SPOT* underneath the bed, obviously. First up, a scene of Daniella, the oddly attractive maid. She has prepared some nice gothic clothing for you, so go up to the bed and put them on. ("Too tight around the chest", yeah Fiona, none of the guys playing the game really care.) Some dirty man is having a peep show (NO FAIR!). Anyway, once you regain control, leave through the nearby door. [Staircase from Dining Room to Guest Room] Downstairs is a locked door which leads to the dining room, we'll take care of that one later, and a dead end with a red vase containing an item. Whether you get the item or not, take the other door at the top. [Walkway] One of the pillars appears to be covered in blood, you can examine it but it will make Fiona panic a little. Inch along, past the first door (which is locked), and towards the second. You CAN go in here now if you want, but it's not required - all you'll find in the Study is a locked desk and an item. So let's go meet our new friend. Watch the cutscene. Yes, it thinks Fiona is his new dolly. Don't ask, please do NOT send e-mails asking me questions about this because I don't know and to be quite honest, I do NOT want to know. OK, run back to the Guest Room. [Guest Room] *CLOCK SAVE* on the left side of the room. *HIDING SPOT* underneath the bed, obviously. Fiona will close the door behind her. Where do we hide? If you haven't noticed, I mentioned it TWICE now so you have no excuse to not nip to the bed and hit CIRCLE to get under it. Third time's the charm. Stay under the bed until the big lug (who is called "Debilitas") goes away, at which point you go BACK to the walkway. [Walkway] OK, back to where we got chased from - Debilitas dropped his dolly, pick it up - I haven't used them yet but I'm sure it distracts him for a few seconds if you throw it. You should push the crate out of the way, but before we go into this room, take the other path and go into the room back here. [Typewriter Room] This room is empty bar the typewriter which makes passcards. You'll be wanting to make TWO of these - on one, type "EMETH". On the other, "REST". All will become clear... anyway, back to walkway and the door behind the crate. [Refinery] There's a file on the table telling you a passcode, which we've just done (EMETH Keyplate!) - slot it into the golem and it'll walk out of the way. Ooh, a door behind it, who'da thunk? Gee, what is the next move... hmm. IMPORTANT: If you're thinking that a walking golem is somehow dull, then you can use a keyplate typed "METH". This gives you a different scene of the golem crumbling to pieces, and grants you an Obsidian Choker - which makes Fiona less magnetic to Luminescents. It's a rather pointless equip in all honesty, as the Luminescents are easily avoided and outrun, but if you're a completist, you'll have to do both scenarios eventually. It's your choice. [Balcony and Sealed Up Well] *HIDING SPOT* underneath the bench. The stairs finish half-way, so not a good idea to go that way. Ignore the sparkly item for now, you'll get it soon enough. Down the ladder, you'll notice a bench. It's facing the opposite way, so not much good for sitting on, but perfect for hiding UNDERNEATH. There're two doors down here too - one is locked, so that gives you a clue... [Courtyard] This is as close as you'll get to one I suppose, so I call this the courtyard. At the far end is a closed gate, and halfway across - a door. Closed gate... door... hmm. Door... [Audience Room] There's a very obvious sparkly key on the table. As you go to pick it up though, you get a cutscene. OK, that is pretty sick. Not gross, but sick nonetheless. Anyway, take that key, and note the bookcase in here. You might be glad of it's services later. The key unlocks the door back in the Balcony/Well area, so go back there and open the door! [Service Passage] *CLOCK SAVE* and seriously, you cannot miss this clock! OK, the service passage. Note that opposite where you walk in is a depressible bit of floor, which you will need to remember for later. Walk down the hall and note the very obvious clock, save if you want, and carry on down the passage. The first door, which is locked and needs a special key, is the Puppet Room. Down the staircase and on the left, is the kitchen - we'll go in there in a sec... *SECRET ITEMS* Not far from this spot is a cracked wall - directly ahead of you. Fiona notes that the wall is weakened, so take that as your cue to kick the living (bleep) out of it and procure your item. OK, with that done, notice the passage now to your right. Down the stairs is a piece of a keyplate, but I've solved this one for you (The two halves make up the word "REST") - put your REST plate into the machine. [Restroom] *RECOVERY POINT* Take a drink from the sink/faucet. *HIDING SPOT*, technically, there are TWO in this room. There is one in the actual bathtub to the right of the entrance (this is camera view, by the way) and you can also very successfully hide in the central closet down the stairs as well. This is a key spot, your first Recovery Point, and you'll be glad of it later. Refresh yourself if you need to, but otherwise, back to the Service Passage, and to the door leading to the kitchen! Take note of the closet spaces as well. From left to right: left door is locked. Middle door is open. Right door is full of garbage and unusuable. Keep that locked door in mind for later... [Kitchen] OK, not much here, you should go down the stairs but let's make our life easier first of all. Go past the kitchen worktops, and towards the door leading to the Dining Hall. [Dining Hall] *HIDING SPOT* right behind the curtains - not marked as a hiding spot, rather like the loos in the restroom - and a pretty one-shot solution before the big lug susses this spot out, but use it when you need it! On the table is the second half of the cracked keyplate. Shame we already did that bit, eh? Oh well. At the far end of this hallway is a door which we can now unlock, which leads back to the staircase near the Guest Room. Hooray for us, now we have an unlocked door and don't have to run around aimlessly! Wallow in this for a second, then return to the kitchen. [Kitchen] Go to the far side of this room, and down the stairs, Run and ram the boards which make up the (broken) door to clear your way into the cellar. [Wine Cellar] *HIDING SPOT* should be obvious; there's a big table. Don't make me spell it out. OK, down here we find the castle map, which doesn't automatically update until you have used it as an item. Mind you, not that I ever found the map much use, but hey, every little helps! There should also be an item lying around here you might want to pick up. Once done here, time to go upstairs and into the kitchen. [Kitchen] Cutscene. How in the **** did he hide back there? Can he do the splits or something? [Service Passageway] Another cutscene. Debilitas gets a scolding, and we meet Riccardo, who looks more like a monk than a curator/keeper. Seems like Fiona has inherited the castle... well, we're sure getting a nice reception... oh now see, that's what happens when you get chased about. The lead character has to collapse. End of the first mission goal, so therefore end of this chapter. See what I did there? Split each goal and mission into chapters. I know, I know. ^^ -> CHAPTER TWO - AIM: Find a way out of this part of the castle. Before we start here with Chapter Two, let me make this clear. Not everything that is necessary will sparkle or stand out. It is possible to get lost here for quite some time before you finally figure out what is going on. Remember - I tear my hair out so you don't have to. [Guest Room] *CLOCK SAVE* on the left side of the room. *HIDING SPOT* underneath the bed, obviously. Aww, that poor dog is tied to the tree. Time to go make a new friend. Down the steps and out the door. [The Gardens] OK, down the stairs and free the dog. As the owner of a rescued dog, believe me, this one tugs at the heartstrings (And sadly, happens, which makes it all the more depressing) - Fiona frees the dog... aww. Bless. Anyway, hmm, time to go back and explore a bit, wouldn't you say? You can by all means take the passage which you find open on the way back up to the Guest Room, but you won't be doing much there yet. So we nip through the guest room... [Guest Room] *CLOCK SAVE* on the left side of the room. *HIDING SPOT* still under the bed. Aww man! This thing just doesn't get it, does he? Come on Fiona, a good kick in the right place is all it takes... aha! Dog attack! Even better! Learn how to order the dog to attack, and it'll scare Debilitas away for now. We will now be traveling with Hewie, and Hewie might take a bit of time to train up. The key is - praise him every time he gets something right, and scold him when he doesn't do as he is told. It does not take long for Hewie to get the message and become an extremely useful asset. ---IMPORTANT NOTE ABOUT COMBAT--- Technically, now you can enter into "combat" by ordering Hewie to attack. Remember that if you want him attacking, to urge him on and then praise him. This, in conjunction with certain items, can wear your foes down, and even knock them down! When KO'ed, search them once and once only for items. Then get your butt outta there. --------------------------------- OK, Fiona is alive: check. Our new friend Hewie: check. Fiona's chest - check. I mean, ahem, sorry, umm, yes, shall we move on? Let's get on with the important bit now. Back out into the gardens. [The Gardens] Right downstairs, and to the left is a barred gate. It's blocked by a box, but there's a hole to the right of the door! Hmm, Hewie sized too. Send Hewie in by hitting UP on the right analog stick, and then he'll allow you access to The Training Ground. [The Training Ground] *Hiding Spot* is opposite the vase - in the bushes. Fiona in a bush. Yes, there are more joke oppertunities in that than I can take... *faints* This is in for the sake of completion. First of all, there is a ball on the ramp - the shiny object. This toy can be used to play with Hewie and apparantly improve his friendship level. Also, you can command Hewie to attack the straw dummies - one will reveal a secret item. And the vase can also be smashed for an item. There is a big gate here, but it's jammed, so no way out there then... darn. Anyway, back into the gardens. [The Gardens] Time to return back up those stairs, remember that door which we saw in an earlier cutscene? Now we have Hewie, we can investigate that area. So, um, do so. [The Castle Entrance] First thing we come across is a pile of rubble Fiona can't climb up. Order Hewie to "Go!" and he'll scramble up the rubble and grab the Broken Marionette. Now we can open the door to the Puppet Room. But first, carry on through here, grab the sparkly item and check the doors at the other side of the bridge to realise that you're not getting out that easily. We COULD go back to the puppet room through the kitchen, which is undoubtedly quicker, but there is an alternative... back up to the Refinery, the room where the golem moved. [Refinery] Out the door to the balcony. [Balcony and Sealed Up Well] *HIDING SPOT* still under the bench. OK, I'm not being stupid, of course Hewie can't climb down ladders. But remember that sparkly from earlier? Get the camera properly adjusted so you see the sparkle, and order Hewie to "Go!" - he'll leap over, get the item, and drop down to the area with the well. Go down the ladder and remember to praise him for this death-defying act of obedience. Now we can nip into the Service Passage. [Service Passage] *CLOCK SAVE* is still obviously at the obvious clock. Obviously. OK, this is where you best hope Hewie plays ball. Remember that bit of floor which sinks when you walk on it? Yep, we have Hewie now, so walk on it, make sure Hewie is on this switch, and order him to STAY. If he follows you, scold him and repeat until the pooch gets over his selective hearing problems. OK, to the door now. Use the Broken Marionette to open the door. Quirky variation on the usual, bog-standard key. I'm almost impressed. [Puppet Room] *TRAP* *********** * Trap Puzzle * ********************************************** With Hewie out on that switch, there should be a gate right in front of you that is raised. Go through it and hit the lever to deactivate the trap. DO NOT, and I repeat, DO NOT walk on the section of floor with the eye before you deactivate the trap, or you will be killed. ************************************************************************** Once this trap is nulled for good, call for Hewie and praise him. Time to move on, I would say. [Telephone Room] *HIDING SPOT* is under the chaise. Cutscene. Hmm. Azoth. Interesting. I wondered what it was that Fiona had that was so important (apart from being the cliche horror victim with big assets). By this point the big lug will be after you again, so use the conveniently placed hiding spot that has been provided, and move on when the coast is clear. [The Entrance Hall] The big lug will still be after you, so unlock the door (which leads out to the old bridge we crossed earlier) but run up the stairs and through the door. [2nd Floor Passage] Run through here and down the long stretch, hmm, that red padding is awfully strange. Anyway, door here, enter. [Nursery] *HIDING SPOT* is in the wardrobe/closet (delete where applicable). OK, without a doubt, this is (bleep)ed up. Note the obvious hiding place, and also note there is a safe-type thing here you can open with a MAGNUS keyplate. The two items you get here are what Debilitas would normally drop, so note that Debilitas won't drop them if you get them here! Time to move on before that big excuse for a... thing, arrives. Out the other door here. [Sculpture Gallery] Now that's an impressive piece of work! Check if you want, but while we're up here, there's an important spot you should remember. In the far wall from where you enter, in the corner, is a hole. Everything about it screams 'Don't go in'. Guess what? Yup, we're going in! [Synthesis Room] This whole room is a Hiding Spot, Debilitas can't get you in here, but Hewie can't come in here. In this room are two important things - one is a spot where you can occasionally find some useful items to aid you in combat, the other is the large machine. This is where you use Medallions to synth up some alchemic delights. There are directions of how to use it in this room, but the goal is to line up as many spots of the same colour as possible. It requires patience and good reflexes, but it is possible to make some good stuff here. Use up your medallions, and leave the way you came in. [Sculpture Gallery] OK, moving on, there's a door and stairs going down. We've no real need to go downstairs yet, so that means we go through the door. [Old Balcony] Order Hewie to "Stay", since we're going to have a little accident now. See the nice sparkly item? Go to it to trigger a cutscene. Whoops! NOTE: As an extra cutscene, you can lure Debilitas near the shiny item, by either using Hewie to herd him there or using a Bisque Doll. Either way, this scene is an extra scene for your movies list and you're Debilitas-free for a little while. [The Passage With Fake Doors] *HIDING SPOT* and thanks to Shaun Sturgess for this one, in the left-hand corner are some bushes you can apparantly hide in. Nice work, Shaun! Debilitas may once again be on your case. Not good. There are four doors here, left to right - the first door takes you into a small office-type room, the second and third doors are fake, and the fourth door takes us into the Recreation Room. Which is where we want to go! [Recreation Room] Don't hang around here. Opposite where you come in is a door. Unlock it and go through and we're downstairs from the Sculpture Gallery. [Sculpture Gallery] Not that it's important, but that little feature seems rather ghostly and shimmery. Ahh well, you can call for Hewie now. There's a door down here, which we're going into. [Maids Bedroom] *HIDING SPOT* underneath the bed. *SAVE SPOT* thanks to Bizzy, USA for this - there is also a clock in this room that you can use behind the screen. There's a hiding spot here. Use it. If Debilitas happens to find you, run back upstairs and use either the hole, or the closet/wardrobe in the Nursery. Either way, there isn't much of note here - except a painting which Fiona notices looks like it's painted in blood and raises her panic slightly. Whatever happens, get Hewie and go back to the passage with fake doors. [The Passage With Fake Doors] *HIDING SPOT* in the left-hand corner, in the bushes. Go to the right and down that passage. [Dead End - With Bridge Mechanism] *SECRET ITEMS* OK, not "secret" since you can see the sparkle, but order Hewie to "Go!" and he'll leap the fence, retrieve the item and leap back over. Praise him for this. OK, up the ladder at the end. And then up the other one. This is where I find most get confused, since this spot up here is empty bar a metal thing in the corner. Kick the side of it three times to lower the bridge. This IS important, so remember to do it. Now we go back to the Passage with Fake Doors. [The Passage with Fake Doors] *HIDING SPOT* in the left-hand corner, in the bushes. Ignore that one door I mentioned earlier for now, and run past it. [Graveyard?] There is a hole here Hewie can go in, but not yet. Run forwards, and up the ramp, into another area. [Tunnel with Holes] Halfway along is an area to the right - examine the holes for one of those cool cutscenes, and get a letter to Fiona. This is from a guy called Lorenzo, and he seems to want to help by providing you some details of what to do. Anyway, press onward. [Gate Area] There is a lever here, pull it to open the gate (note this can't be done while you are being chased). This takes you to the Courtyard-type area we went to earlier, but we have no need to go that way now. See those flowers? Stand next to the hole and order Hewie to "Go!" - he'll go in and retrieve some Fresh Flowers. Now we have these, we can go back to the Passage with Fake Doors. However... [Graveyard?] Remember that Hewie-sized hole? Order Hewie into it. He'll stay there it seems until you order him out. So now for that door we haven't been into yet in the Passage with Fake Doors... [The Passage with Fake Doors] *HIDING SPOT* in the left-hand corner, in the bushes. Only one we haven't been in yet. the far-left door. Enter. [Office] *CLOCK SAVE* on the north side of the room. OK, this is another puzzle. There are lots of butterflies flying around some dried flowers... and a vase right next to where you enter. Seems obvious really, but use the Fresh Flowers on the vase and the butterflies will leave the door, another one of those puzzles which is obvious when you've done it. Save if you want and enter the door we just cleared. [Laundry Room] *HIDING SPOT* and the whole room is a hiding spot! If Debilitas is chasing you, then close the door and push that crate across. Sure, you're stuck in here now, but then, Debilitas can't get to you. Which is a good thing. Check the sink for an item, it doesn't sparkle but it's not exactly hidden. There is a ladder here, go down it. [Laundry Room - Down Below] Ahh, so THAT is where Hewie is! Order him to "Go!" and he'll retrieve a Study Key. Nice work boy, we'll praise him in a minute. *SECRET ITEMS* In the back corner of this room is a crumbly wall. Kick it to reveal an item, but also a piece of Magnesia. This doesn't do any damage from what I can tell, but it can give Fiona a scare. Anyway, we're now done here. Time to return to Hewie. [Graveyard?] Call for Hewie, praise him, and head back to the Gate Area. [Gate Area] Now, further on here is a ladder - which is fine, but if you're feeling daring, ignore for a minute and press on. [Old Hut Area] *HIDING SPOT* underneath the bench, not the best hiding spot but we'll take it. There is an obvious wooden hut/shed here, with a burning brazier outside it. Not that I get off on asking for Lloyd Grossman's help but, "Who would live in a house like this? David, it's over to you..." And thank you, Lloyd. Now, for our home and studio audience, though not for our Fiona, here's whose house it is. (Hint: Debilitas' house) Go into it. [Debilitas' Place] There isn't much here bar a few items. You should get a Beef Jerky, which is a good thing indeed, but I wouldn't spend long here - it's a total dead end and getting cornered here is not good news. Back to those ladders. Note: Shaun Sturgess points out, if you DO get cornered, there is a doll next to the shrine that can be picked up and used in a pinch. [Gate Area] Order Hewie to stay, and go up the two ladders, and into the room at the top. [Music Room] Ahh, nothing like a good piano, eh? I like a good tinkle of the ivories myself (bet you didn't know I was classically trained ;) ) - there's an item here, a locked door which leads out into the Walkway from earlier, and a swivelly telescopic thing. Use that thing and turn it until you see it click. That's one thing done. Now, out the locked door and into the walkway. [Walkway] OK, remember I said there was a study here earlier? It's just before the spot we met our dear friend Debilitas. Go in there. [Study] If you didn't come in here earlier, there should be a shiny item, a board explaining things about Azoth and Luminescents, and a locked desk. Use the Study Key and get a refracting mirror. We'll need this. Anyhow, return to our dear Hewie now, who is by this point howling out loud. This is not good, it attracts attention. Either way, we've got to go back to the old balcony, just off the Sculpture Gallery. Not hard to find the way back. [Old Balcony] Shiny item here - command Hewie to "Go!" and he'll get it for you. Good boy. Praise him for his efforts, and then go up the ladder - you can order him to stay, but by not doing so he'll more than likely meet up with you soon. Failing that, leave him in the Graveyard area. But you won't have him to get the item. Your choice. Up the ladder, we find the bridge we made drop earlier. Cross it and open the door. [Hidden Staircase Room] This is one pain of a puzzle - not that it is hard to do, it should be pretty obvious what needs to be done - push blocks back to their normal resting spots. It's just rather time consuming, and as such Hewie will do a lot of barking. Push the blue block out first a bit, then push the green one down to it's normal place, running around the stairs to slot it into position. Push the blue block until you can run around it in the gap in the red line, and push it down towards the blue line and finish that up. The last two reds blocks should be straight-forward from there. Your reward is a hidden staircase (Hence why I call it the "Hidden Staircase Room". Genius, really.) going down. There's a locked door up here too, which we'll come back to later. Anyway, back to those stairs... [Room of the Swivel Mirrors] There's a door here you can unlock to go back to the graveyard - Hewie will likely be dutifully waiting for you here. If not, find him. Anyway, back to this room. There are another two swivel mirrors here - and one requires that refracting mirror we picked up earlier. Like the mirror in the Music Room, line them up until the two mirrors click, and watch the scene. Mmm. Door. Wonder where we go now? [Spiral Staircase] *CLOCK SAVE* is once again sticking out like a sore thumb. SAVE HERE! Believe me, the next few areas can try your patience. I highly recommend that you save here. OK, do that, and run down the stairs. At the bottom, notice that there's a plaque on the wall - you'll need Hewie for this bit. Oh dear me, this is the stuff of nightmares... [Hall of Darkness] Welcome to the biggest ***** of all. Take the utmost care here, because it is so easy to die here it's almost unforgivable. But the solution is a no-brainer if you read the placard just a second ago. Order Hewie to "Go!" and stick to him like glue, walking through him in necessary. You'll need to do this twice to clear this area this time. If you fall, you hear a sickening squelchy crunchy sound (eww) and the game over screen. Thankfully, we only just saved... or did you? Oh well. Clear this area and we get onto a boss fight. On the other side, Hewie can also find a hidden item. Thanks to Prelude2Disaster who e-mailed me this information. [The Chapel] Wow. Nice and spacious. Gotta be a catch - of course, boss fight. Run to the goddess statue at the end of the aisle, paying note to the two levers which you can't do much with now - you might wanna use them soon. Anyway, check the statue and examine further for a key. Before we can whoop, and wager our guesses as to what door this opens, we're rudely interrupted by Debilitas, and he doesn't seem happy. Or is he? I can never tell. /IN-GAME ERROR/ This is courtesy of Bree o'Neill. And it's a truly odd one. When Fiona uses the door, it opens into the Hall of Darkness. When Debilitas uses the door, it opens into the Chapel. While a minor point, it's good to see Capcom getting it wrong! ********************************************************** * BOSS FIGHT - DEBILITAS * * * * After much thinking, I decided to play this fight out * * as if going for the best possible ending. So... here's * * a clue as to how to beat Debilitas... ****************** * * * THE CHANDALIER! * * By far the most entertaining and satisfying way to get rid of this * * menace, it also requires some good timing. Debilitas will charge towards* * you a lot - use this force, and time it just right so you run/dodge out * * of the way so he hits those levers instead! Yep, they're holding that * * priceless antique up. Repeat for lever number two, and watch the most * * gloriously satisfying cutscene so far. Think he got the message? * * * * ALTERNATE STRATEGY courtesy of Garry Hogg * * Gary notes that actually Fiona can break the levers here herself, and * * while it takes a few kicks, it's a slightly safer method if you don't * * like the idea of being headbutted by Debilitas * *************************************************************************** OK, so we've knocked some sense into Debilitas (finally), and now have a nice shiny key to progress onto the next chapter. But before we rush off, there is something which you can do to even the score... we need to head back to Debilitas' Place first though. You've been there before. The messy and slightly creepy wooden shed-type building? [Debilitas' Place] OK, OK, yes, pity him. Poor thing has the mental age of a five-year old but the body of a mutant killing machine. He seems to have sussed that we are smarter than him (No, really?) and as a peace offering he offers us a smudged key. This key isn't your ticket to freedom... but it's a nice ticket to kicking ass. Once you have the key... it's time for a little visit to the Restroom. [Restroom] Recover here if you need it - perhaps not, but whatever. Remember the one stall down the stairs which was locked? We can now open it with the aid of our new friend Debilitas' key! Go down the stairs, follow the path and on the table lie some shiny new shoes! METAL BOOTS, to be precise, and now you can do twice the damage when you kick! This makes life easier later - while Hewie has a foe distracted, you can sneak in some kicks. Now your kicks are more powerful, the tag-team effort is a lot more effective. More downtime for your enemies means more goodies to pick up, so don't be afraid to fight from now on if you have to! ///SLIGHT SPOILER/// On your second play through the game, this room also contains a Castle Key, which can be used to get ending C: Dona Nobis Pacem. Use this key on the castle doors outside the entrance hall./// Anyway, with that, time to go to the Hidden Staircase Room. [Hidden Staircase Room] There is a shiny locked door here. Use your key... or as the cutscene would prefer... perhaps not... end of chapter. Woohoo! -> CHAPTER THREE - Aim: Explore Belli Mansion. Once again, this is a small area really but things can be so easily missed, forcing backtracking. Anyway. Let's get on with it then. [Dining Hall] Cutscene. Poor Daniella. She was made to be the perfect woman, but lacks the emotions and feelings to complete the package. It's depressing to be that beautiful but be unable to feel anything. Anyway, whatever Fiona ate isn't agreeing with her... [Staircase from Dining Hall to Guest Room] Ugh. That sucks, Fiona is really not feeling well. Best go and lie down in... [Guest Room] Check the bed and rest. Cutscene. Daniella isn't complete... but Fiona is. Whether it be through a false sense of betrayal, jealousy or just that Fiona has what she can't have, Daniella breaks the window with her head (Hey, that is a pretty awesome party piece!), grabs a big shard of glass and goes after Fiona. Bugger. We're pretty much done in the castle bit, and Daniella isn't too hard to outrun, so run back to... [Hidden Staircase Room] NOW we can unlock that door! How Daniella got there so fast is amazing, but leave her alone here and she'll leave you alone... for now. Open that door! [Mansion - Long Passageway] Run forward and Daniella will pop up behind you. Yikes! Run to the end of the hall and through the door! [Mansion - A Lot of Stairs!] That's an awful lot of stairs! Run up to trigger a cutscene. Hmm, Daniella seems to hate her own reflection. While she's busy screaming, press on upwards! [Mansion - Waterway] Seems we're probably under that well now. Hmm. Down the stairs, check door, trigger another cutscene. [Mansion - Luminescent Lamp Hall] *HIDING SPOT* just after you enter. You can conceal yourself behind the curtains. *SYNTESIS ROOM HOLE* is also here. Use it as and when required. *CLOCK SAVE* is located in the room with the unlit luminescent lamp. OK, now we're in the mansion proper. A couple of sparkly items should be picked up, explore this area. The first turning takes you to the Giant Mammoths Head Walkway (We'll come to that shortly), ignore that turn for now and walk straight ahead from the hole (Silent Hill 4 overtones, or is that just my imagination?). On the left side of the screen is a balcony, which you can use to hide in. On the right, is an open room with an unlit lamp and a save point. I'd save right about now, but we're in no imminent danger. Regardless, straight on from these doors is another door. Use it. [Mansion - Shaft with Mirror] There is a concealed mirror here. Note this in case you need to keep Daniella's mind occupied. Walk through here and into... [Mansion - Garden Room 2nd Floor Walkway] See that blue luminescent? Remember how you usually avoid them and shut doors behind you to keep them from following you? Tough, we need this one to follow us. Back to that unlit lamp. [Mansion - Shaft with Mirror] Make sure the blue light is following you. And press onward. [Mansion - Luminescent Lamp Hall] *HIDING SPOT* is still behind those curtains. *SYNTESIS ROOM HOLE* is still here. Use it as and when required. *CLOCK SAVE* is still located in the room with the unlit lamp. OK, now for the fun bit. Lure it into that room with the unlit lamp in the middle. The aim here is to get the luminescent to collide with the lamp, lighting it up and revealing a passageway for us to go to. Once done, back to the Garden Room. [Mansion - Garden Room 2nd Floor Walkway] Run around the walkway, and open the door. Admire the lush greenery from above if you have to. [Mansion - I Want My Mummy Passage] I deliberately bring your attention to the strange feature of this passageway. Beside you as you enter is a closet which you can hide in, although it's not great and I wouldn't recommend or list it as a hiding spot. Further down the walkway is some sofas - on which sits a mummified woman! Ick! Not nice. But pointless. Anyway, just beyond that is a red door (can't use this door now), a vase (you are kicking these things, right?) and a staircase we revealed with the aid of our little blue stalker. Down the stairs, is a door. Hmm... the logic of this walkthrough compels you to go through this door... [Mansion - Fenced Off Room] A fenced off room. Hewie will probably start growling here, but ignore for now. In the first corner you approach is a door. Woohoo! Now we're talking! [Mansion - Restroom with Passcard Machine] *RECOVERY POINT* is at the sink/faucet. Mmm. Water. OK, this room is more than just your recovery point. First of all, there is a picture on the wall in here, a wordsearch of a sort. The clue comes later but it isn't very hard to clearly pick out the words. Go to the passcard machine, and make three passcards. One should be called "SALT", one "MERCURY" and one "SULFUR" - spell SULFUR correctly, this one had me for a little while since I'm used to spelling it as 'sulphur'. We have three passcards, we're fully recovered, and we're ready to roll. Let's go! NOTE: Special thanks to Lisa Johnstone for this info. In this room, you can open the shutters for a little cutscene. Problem is, Daniella will chase you after this scene. [Mansion - Fenced Off Room] Go straight ahead to the other door in this room. [Mansion - Red Light Passage] *HIDDEN ITEMS* Hewie will bark at the red light on the branching path of this hallway. Check it for an item. OK, we're not doing much here, just passing through. Ignore the branching path and go straight ahead. [Mansion - Relaxation Area] *CLOCK SAVE* at the clock beside you as you enter. *HIDING SPOT* underneath the sofa. Of course. Hopefully Daniella isn't chasing you, if she is use the hiding spot provided. Daniella, I have found, has an evil habit of hitting Hewie when she can't find you. Nasty piece of work, that Daniella. Anyway, when the coast is clear, or otherwise, then take the Mansion Map from the table (WOOHOO!), and return to that branching path, the door here is locked from the other side (and should remain so until I say so). [Mansion - Red Light Passage] Take the branching path. [Mansion - Merry-Go-Half-Round] This is truly messed up. But not much to do here except take the door opposite you. [Mansion - Serpents Hallway] Hewie will growl. Notice the picture on the wall - we have the three keyplates now, so we're good. Down the stairs. To the south of you here are two vases, and that locked door. DO NOT, and I repeat, DO NOT UNLOCK IT YET! Doing so lets Daniella in (this is if you haven't met her here yet), and we don't want that. The stairs to the left, going down, head to a puzzle we can't yet solve. So go north and enter that door. Oh yes, there's a luminescent here. Make it follow you into this next room. [Mansion - Fury of the Serpents] Fire bad, OK? There's a door here we can't unlock yet, and a lamp... oh wait, we know what to do here already, right? Luminescent hit lamp, open safe. Sorted. We have a Film Reel. Next is the serpent heads. This is pretty straight-forward but first, grab the torn note from one of the serpents mouths. Read it if you must. Not necessary since I'm taking you through this, but hey, knock yourself out. Right, these serpents have open mouths. Three heads, three keyplates. Bottom left, Salt. Bottom Right, Mercury. Once these two are in place, examine one of the heads and use the Sulfur keyplate, and Hewie leaps into action. Praise him like you should. The fire is now ice, order Hewie to stay and climb the ice pillar. [Mansion - Library] *CLOCK SAVE* at the far right of the room, next to the door out of here. Wow. A lot of books. But first, pick up the carelessly placed shiny item (Mmm.) and walk to the back of the room. Walk right, until you're behind a rusty ladder. Fiona can't climb it, and neither will Hewie (lazy dog), but there's a shiny object on the top! Hmm. I wonder if kicking it will do any good... kicking it three times... BINGO! One Saturn Key. Leave this room using the normal door method. [Mansion - Wooden Walkway] Straight-forward walk to the other side, nothing more nothing less. [Mansion - Mammoth Head Room] Literally, MAMMOTH head room. Gross yourself out by walking over its trunk, and note the room in the background. We'll go there soon. [Mansion - Luminescent Lamp Hall] *HIDING SPOT* is still behind those curtains. *SYNTESIS ROOM HOLE* is still here. Use it as and when required. *CLOCK SAVE* is still located in the room with the unlit lamp. We're back here. But we want to be back at the Serpents Hallway. If Daniella gives you grief, sick Hewie on her and kick her as well. Or hide, your choice. Either way, back to Serpents Hallway. [Mansion - Serpents Walkway] We now need to go down the staircase on the left side of this hall. [Mansion - Jupiter's Test] OK, take note of what the placard reads. We need to go check out the room to the LEFT now, so lets do so. Down the stairs, use your key to open the door. [Mansion - Room of Truth] Examine everything closely. I'll give you the solution as well soon, however doesn't hurt to understand what I'm talking about. Well, OK, DO NOT EXAMINE DANIELLA! (She gets about a bit sharpish!) Doing so will make her chase you with a new weapon - a red-hot pointy poker. I believe this does more damage than the glass shard. OK, examined everything? Good. Back to... [Mansion - Jupiter's Test] OK, we now take the right-hand staircase and open the door down there. Use the key. Yes, it's mirror image, which should be the biggest clue to solve this puzzle... [Mansion - Room of Deception] OK, first and foremost, DO NOT TOUCH ANYTHING YET! Just glance around the room and drink it in. OK, figured out what to do yet? First and foremost, DON'T open the closet. Daniella is hiding in there (HOW IN THE !?&$ DOES SHE DO THAT?!?!). Basically, you check the items in this room and are given the opportunity to examine them further. There are six items here - three are true reflections, three are the same. Closely examine the wrong item and the door locks shut, and by trying to leave (which you eventually must) you're treated to a grizzly little death scene. Hmm. Not nice. The three items you should examine are: 1) The chessboard, is a true reflection. 2) The wax models. 3) The hourglass by the side of the burning fire. Each time you examine the right item, you get a little scene where something moves. The red doors, usually blocked by walls, are now accessible, and a patch of water we haven't yet been to is now crossable. Leave this room now, and return to the Serpents Walkway. [Mansion - Serpents Walkway] Remember the door leading to the Merry-Go-Half-Round? Go there. [Mansion - Merry-go-Half-Round] The whole thing has rotated a bit. Take the other door. [Mansion - Torture Chamber] *HIDING SPOT* will really creep you out. It's in the Iron Maiden, the metal thing with spikes. Hit the lever to lower the spikes, then you can hide in here. A big thanks to everyone who pointed out that YES, Fiona can die in here - a bit gruesome perhaps, but required if you want a complete movies list eventually... ick. Anyway. Shiny item ahoy! There's a corpse in a chair - you can examine it and try and take the item, but it's no good. The thing is possessed and will resist. So, we need to exorcise it. Ooh look behind it, coloured floor panels and four flames to extinguish! The combination requires both Fiona and Hewie standing on coloured panels. In this order: Red and Blue, Red and Yellow, Green and Blue, Green and Yellow. Watch as the corpse is well and truly exorcised and take the VENUS KEY from it. We'll use this later. First, we explore a bit more. Return back to the Red Light Passage. [Mansion - Red Light Passage] Take the branched path back to the Merry-Go-Half-Round. [Mansion - Merry-Go-Half-Round] Take the other door. [Mansion - Fenced Off Room] We're now behind the fence. A vase is just asking to be kicked here. Hewie is growling... Daniella is here. But she isn't armed. This is one of those occasions you DO want to speak to her. And I still don't get how she does these acts of teleportation. That is rather unsettling. Anyway, seems the master of the house asked her to give you an item - Hebel's Perfume. Yeah, Daniella creeps me out too, so lets get out of here sharpish. Back to the mummy hallway. [Mansion - I Want My Mummy Passage] The red door, previously blocked, is now open. Go through it. [Mansion - Connective Passage] This passage branches off to the right - and takes you back to the Luminescent Lamp Hall. Goody. Less running around. Anyway, ignore that for now and press straight ahead, and open the door here. [Mansion - Chimera Room] This is the room we could see from the Mammoth Head Room. There's an item in the Chimera which we want. Cool beans. Now, there's one more door that we can open now... whatever you do, don't go to the Shaft with Mirror... we sorta lowered the platform... return all the way back to the Fury of the Serpents. [Mansion - Fury of the Serpents] We can open that door now! Do so, Daniella may have finally snapped back to stalking you now... [Mansion - Mandragora Garden Room] Thanks go to Frank Kortland for e-mailing me about the *HIDING SPOT* in this garden, located in the lower-left corner of the screeen, just south of the purple Mandragora bed. She may come back, but it's certainly a BIG help and saves on using any panic reducing items. Also, more thanks to Hima from Thailand for pointing out that while you can hide, while you have the Mandragora in your grasp here, that there is a very real danger that it will give away your position. Anyway, moving on. Ooh, that's creepy. For those interested in such things, that is a Mandragora (no need to call it a plant) - a sort of mythical root vegetable that sleeps underground, and has an unnatural scream when removed from the comfort of its resting spot. Castlevania players will of course already know this - it's been in plenty of the recent games. It's a plant, as far as I know a mandragora is otherwise immobile and can't do much at all. Also worth noting here, for those interested, this is NOT the first time Capcom have borrowed something from Castlevania. Clock Tower 3 fans will remember the statue which cries tears of blood - also a nice feature in several Castlevania titles. Ho-hum. Not that I am implying anything of course, just worthy of a mention I think. Anyway, let us move on, shall we? OK. Remember that perfume that Daniella gave us? Use it on Hewie, and he'll guide you to the correct place to pull out a Mandragora (The white one, although feel free to take another and use it in place of the white one later... again, this is required for a complete movies list, so feel free to do so if you really want to) - it will scare the bejeezus out of poor Fiona and attract Daniella to boot. Not a good combination. Hide or run, take your pick! Note that the mandragora sometimes will scream, which gives away Fiona's hiding position... [Mansion - Serpents Walkway] Stop, turn to the right and run forwards, pick up the item shining brightly and open the door. [Mansion - Shaft Bottom] This is the walkway from the earlier shaft which we lowered. We can cross the water whereas we couldn't beforehand. So do so. [Mansion - Graveyard] This is most CERTAINLY a graveyard. Creepy place to keep your skeletons. Anyway, our main focus of attention is the big and proud mausoleum-monument directly north of Fiona. Check the black door for a fright - cool, eh? It wants something. Maybe it would like that mandragora we picked for it? Listen to the crunches and the screams... animal or vegetable, that isn't a very nice way to go. Anyway, that arm is no longer blocking the way... like it or not, we're going in! [Mansion - The Crypt] By far and away the most entertaining puzzle, purely down to it's blatant simplicity. There's a golem, like the one we moved in the refinery. It moves forwards when commanded by a keyplate, but engrave a series of letters on the plate and it will turn Left (L) or Right (R). There are four ways the golem can go and get results: RRR (3 Rights) - The golem will extinuish the flames, revealing an item. (Magists Medallion) RRRR (4 Rights) - More flames extinguished and leads into the garden. Not much here bar an item and a good shock moment if you can stomach to examine the oven burning... *shudders* RRL (Right twice and a Left) - This is your way onwards. But before that... RRLRR (You get the drill) - Takes you down underground, out the other side and into a Great Library. [Mansion - Great Library] *CLOCK SAVE* to your left as you enter. This is a neat little puzzle too. Your aim is to find three books here and put them back in their place. They aren't too hard to find, two are in the open and one is concealed under a trolley of books, which you push out of the way. Examine the books, three authors. This bit requires no help because it is so straight-forward: put the right book back in its rightful place, and the bookcases slide to reveal a path! Cool! Climb the ladder to the side of one of the bookcases, and follow the path. Open door. [Mansion - Projection Room] You got a film reel earlier. Grab the shiny item and use the reel on the conveniently placed projector - basically, Fiona has been filmed. Hmm. But the last bit is MOST interesting... remember those symbols. Or well, I will remember them for later use. Cutscene time, where we learn what Daniella's motives are. Fiona has the essence of life - it makes her complete, human, whole. Daniella does not have Azoth, and as such is not complete, whole, or indeed, human - just a walking, talking and psychotically deranged doll. Get out of this room. [Mansion - Great Library] No time to save! RUN! Back to the crypt - a place so creepy that Daniella dare not follow! (She obviously has more than a few braincells, I wouldn't go into the crypt! Heck no!) [Mansion - The Crypt] OK, down to that last place we haven't explored yet... whew. That was a heck of a side-track, but interesting, no? [Mansion - The Impossible Stairs] Ignore the chanting freak. Up the stairs, order Hewie to go and get the shiny item, and out the door. [Mansion - Red Window Hallway] OK, back to normality (Silence those giggling at that intentionally cheesy comment.) Three other ways out here, two darkened doorways and a door right up the top, beside the red window. Let's check the door first... [Mansion - Examination Room] *RECOVERY POINT* at the sink in the far corner of the room. Err... this is just going BEYOND wrong! Take the item, use the recovery point if you need it, and take note of the cabinet. It would provide a useful hiding spot... but the thing seems to be locked. Damn. Anyway, time to leave. [Mansion - Red Window Hallway] OK, walk south a bit and take the path right, and through the door. [Mansion - Machine Room] This machine seems important, has a description if you examine it - back to that at a later point. For now, we're just passing through. [Mansion - Dark Row] *CLOCK SAVE* is a bit far down the hall here, but since the hall is nigh featureless, it sticks out a bit. OK, carry on through the cells, save at the clock (would be good to save now), and onward down the stairs. [Mansion - Combination Lock] This is the room we saw in that film earlier. Remember the combination? Well, if not, I'll jog your memory. 1st Symbol, rotate to the left once (two half circles) 2nd Symbol should stay the same (Whole circle) 3rd Symbol, left or right twice (Half circle & two quarters) The water has drained from behind that door. We're going in! [Mansion - Well Well] Another well thing. Joy. Downstairs is a locked door, so we're going upstairs! Take this door. [Mansion - Crossbow Man Puzzle] Some people make a right meal of this puzzle, but it is so straight-forward it's silly. You can only walk on certain panels on the floor - command Hewie to "Go!" and follow him. It's pretty easy and you get three chances to make a mistake before you get a death scene - most will never view this one unless they decide to kill Fiona on purpose. Anyhow, examine the crossbow man's back, press the button to make 100% sure he is deactivated... and lets press on! [Mansion - Great Library Catwalk] *CLOCK SAVE* is on the right side of the catwalk. If you go left, there's an item waiting for you. Then go right, and SAVE HERE. Not that there's a boss fight coming up or anything. Ahem. *cough* [Mansion - The Observation Dome] A nice, subtle blue glow masks that you're coming up to meet Daniella in a showdown. Head upstairs and forwards to see Daniella go ker-aay-zee. ********************************************************** * BOSS FIGHT - DANIELLA * * * * Daniella is a surprisingly easy boss... you just need * * to time things right, that is all. * * * * ****************** * In this room is a circle and four pushable blocks, with defined paths. * * The aim is to keep Daniella busy while Fiona pushes the blocks. Fiona * * can't order Hewie while pushing, so this requires knowing when to let * * go and order Hewie about some more. The liklihood is good that you'll * * knock Daniella down (I did, easily), in which case grab the item from * * her and continure pushing. Once all four blocks are in place, and the * * circle is glowing, get Daniella to walk over the circle. I don't know * * whether to laugh or cry because Daniella's tale is so sad... get the * * Mars Key and let us leave this place... * *************************************************************************** Time to use that key. Return to the well. [Mansion - Well Well] Run all the way to the bottom now. There's a door here you can use the Mars Key on. [Mansion - Circular Passage] *HIDING SPOT* is located under the rubble on the left. *SYNTHESIS ROOM HOLE* is in the circular bit of the room. Run forward, noting the hiding spot and the hole. Go in - with the Magists Medallion, you're pretty much guaranteed to make something with it (No black spots when you use that medallion). Here you'll be introduced to the "Failures" - the substitute now for luminescents. These little baby-sized things run toward Fiona, latch on and start screaming like a Mandragora. Not good news, kick it three times a la Miss McBeal and press on. [Mansion - Hall and Stairs] Those chanty guys are harmless (I think, haven't tried kicking them yet!) - just go to the left. I would say go to that door, but before we do that, let's go upstairs... they aren't hard to miss, yet one or two have told me they did. (No comment.) [Mansion - Ruined Corridor] Well, this corridor is well and truly trashed. But... *SECRET ITEM* - halfway along, order Hewie to "Go!" - he'll sniff out a PRIMA MAGNESIA. This little baby will prove VERY useful. Anyway, the door at the end of the hall has rotted. Kick it down and enter. [Mansion - Decomposer Room] Machine #2. We probably won't use this one at all. There's a document on the table, it seems Hewie has been a naughty little boy. Aww well, Riccardo seems to think Fiona is his true prize. There's a hole here, which we may use later. Anyway, we're done here, so back downstairs and take that door for a cutscene. [Mansion - Artificial Womb] Poor Fiona. Riccardo goes psycho, end of chapter three, we have a new enemy now, and this one has a gun! Oh, poopstickles. -> CHAPTER 4 - Aim: Escape! This is a very difficult chapter. And Riccardo will be the toughest yet, obviously. Not only is he a remarkably speedy sort, but he's got a gun! Riccardo can make mincemeat out of Fiona surprisingly quickly, despite his poor aim, and because the threat of a gun is too much, Fiona tends to panic far more quickly. The biggest issue is that this section is not too big - essentially a bit of a loop, and with fewer places to hide, Riccardo can find you much more often. In short, this chapter is a pain. Hold on tightly as I take you through this chapter... [Mansion - Impossible Stairs Catwalk] Riccardo is after you. Logic would dictate you run your pretty little backside off to the other door. Use Hewie to slow down that Riccardo if he catches up with you. [Mansion - Stone Hall] Run forward, we'll take the turn later but for now, straight ahead and out the door. [Mansion - Watchers Room] *HIDING SPOT* is under the table. SO USE IT! Evade Riccardo, then return to that dead end - Decomposer Room. We do actually want Riccardo to be following us here... which might sound odd but trust me, there's good reason! Just use anything which reduces panic should the need arise. [Mansion - Decomposer Room] Lure Riccardo over that noticably marked square on the floor. KER- ASSSSSSH! Ain't Karma a *****? We have lost Riccardo for now. Order Hewie into the hole, and tell him to stay, then return to the Stone Hall. [Mansion - Stone Hall] Take that turning now. Two 'Failures' will drop down, play soccer or football with them, depending on your persuasion. Kick the vase too, then go up the stairs. [Mansion - Sealed Room] This, friends, is called "Killing two birds with one stone". Not only did we manage to lose Riccardo in that room, we also got Hewie inside the sealed room! Order Hewie to "Come", and he'll raise the bar on the door. We can now explore the room. There's a PURIFIER in here (important for later), a shiny object and a door. Take the door. [Mansion - Western Alcove] *CLOCK SAVE* on the left as you enter. There's an item on the table, and another door. Save first though. We're going to have to be brave here... [Mansion - Statuette Room Catwalk] Hewie will be growling. Uh-oh, not good. Enter the door on the other side of the catwalk... [Mansion - Hall of Doors] He's back! And he's not happy about how we dumped him last time. It will take a while for him to get through those doors, but since there is no-where to hide so far (nowhere that he won't easily find you anyway), we're going to need to pull him back to the Sealed Room... [Mansion - Sealed Room] This is as good a place as any to make your stand. Keep your panic down, use antimony items and magnesias to wear Riccardo down and keep Hewie attacking at all times. Heal stamina when required, it won't take too long to knock him down. Grab the item from him and run back to the Hall of Doors. [Mansion - Hall of Doors] *HIDING SPOT* at the far end, under the chaise. Get Hewie to attack the failures, kick them as well if they get a bit too close. Ignore the strange humanoid, run to the end of the hall (kicking failures as if you need that winning goal!) and take the door at the end. [Mansion - The Garden] You might have been here before if you did all four golem codes. This is the upper part of the garden, next to the Graveyard. The door here unlocks onto the Graveyard - which is nice. But before that, order Hewie to collect the shiny. We receive the key item, "Prima Materia" - please, no FF7 comments on that. OK, we have a raw material, now we need to make it into something... and you remember all those machines? Now we get to play! Now, it's a walk either way, but we need to return to the Artificial Womb. There, the first step of the process can begin. I recommend going through the crypt, through the impossible stairs, south down the Red Window Hallway, through the Watchers Room (Ignore the chanty humanoid), through the Stone Hall, back across the walkway of the impossible stairs, and bingo. We're there. [Mansion - Artificial Womb] Here is your first machine - The Extractor. Use your Prima Materia here, and wait as it turns it into Sulphuric Ore. Why was it spelled right here and not for the Serpent puzzle earlier? BAD CAPCOM! NAUGHTY! Anyway, next stop is the Sealed Room. [Mansion - Sealed Room] The machine in this room is the Purifier. Use our Sulphuric Ore on the machine and - wow - we get Silver Ore! I'm impressed. Anyway, next we need to head back to the Red Window Hallway again, and into the Machine Room - the next turning in the hall to the right. Not too far away, and there is a save point near there too. I highly recommend you use it! [Mansion - Machine Room] This machine is the Synthesiser. Yup, use the silver ore here and marvel as the Silver Ore becomes a White Godstone! OK, one last machine to go - please, DO NOT return to the Decomposer Room and use that machine unless you didn't follow these events right. The decomposer will ruin your hard work and you'll have to start again. Anyway, back to the Stone Hall. But unfortunately, it seems Riccardo has found us. He seems to always turn up about now, and since once again we're short on hiding spaces... retreat to the Sealed Room. It's quite a run, but remember - Riccardo's aim is pretty poor in Normal. [Mansion - Sealed Room] Once again, we fight Riccardo here. I like it because you have a little more space to run around him, and since it's slap-bang in the middle of everywhere, when he does recover chances are he'll take the wrong way. Keep Hewie attacking, chip in with kicks and any throwing items you may have. Riccardo falls after a bit, so heal up Hewie (he'll no doubt have been injured here), grab the item on Riccardo and quickly back to the Stone Hall. [Mansion - Stone Hall] Remember where we kicked the vase in the circle? Remember a doorway north of it? [Mansion - Stone Walkway] Walk across this space. [Mansion - Closet Room] *HIDING SPOT* - in the closet. Obviously. Shiny item, and a door. Take item, use door. Simple. [Mansion - The Room of Balance] The statue here requires a counterbalance to solve the puzzle. We're well on our way to doing that. Take the door to the far-right. [Mansion - Red Window Divided Corridor] Run forward, nothing that thing licking up something... OK, let's just NOT go there, OK? I really, REALLY don't want to know. Don't be eating when you see this. It's hurl-inducing stuff. Anyway, ignore the door here, take the shiny, and go around to the other side of the divide, where there is another door... but first... *SECRET ITEM* and you'd think it's in that pile of rubble, wouldn't you? Well, even I was wrong, Hewie finds it in the middle of the path. Take it and use this door... [Mansion - Room of Metamorphosis] This is not right. Not right at all. Are they growing these freaks? It's just a bit too bizarre for me. Anyway, our final machine is here in this room. The transmuter turns our White Godstone into a Red Godstone. Sweet. Anyway, you now hear glass shattering. Failures drop in for a not-so- friendly chat, so run out the room and close the door behind you. [Mansion - Red Window Divided Corridor] That door we ignored here earlier can be unlocked from this side, and takes you back to "Hall with Stairs" - from here, you can nip back to the Circular Passage and use up those medallions you've been collecting (or perhaps, hoarding?) - do so, and then return to the Room of Balance. [Mansion - The Room of Balance] Statue needs item. We have item. We use item. Way is now open. PLEASE remember to take the Red Godstone with you! Turns out this room is the mansion entrance hall, and the door - your ticket out! To coin one of Strong Bad's lines, "SWEET LADY FREEDOM, LET'S MAKE OUT!" - it's not over yet however... we've got a little bit farther to go. But since we achieved our objective to escape, end of chapter. WHEEEEEEEEE! -> CHAPTER 5 - Aim: Give Riccardo his well-earned come-uppance! Essentially, that means we're going to make sure Riccardo gets hurt, hopefully in an equal or greater way than the poor Daniella - she was unable to tell the difference or feel anything, Riccardo clearly can and therefore is going to find karma biting his backside soon. This new area is The Forest. [The Forest - Mansion Front] We're out! Down the stairs now, go to the left, grab the paper on the fence which just happens to be a conveniently-placed Forest Map, and continue left. [The Forest - Chaos Forest] *CLOCK SAVE* is the sundial in the clearing. Hey, a sundial is still a clock, after all! Hewie, NO! Bad... bang? But... but Hewie... Hewie... *sniffle* We'll have to find Hewie... go straight ahead of you to find lots of pots to kick and a sundial... go back to where you started after finishing up here, and go to the left... Chaos Forest is one BIG room, so I'll divide each segment here with dashes like so: -*-*-*-*- See those, it means we're moving onto another screen. OK, let us begin with where we are now. -*-*-*-*- A T-Junction. Ignore the turn to the left and go onwards. -*-*-*-*- Whimpering... that's... HEWIE! Go onwards. Follow the path and the sound of the whimpering... down the path, kick the pot, and onwards... HEWIE! That... son of a... shot Hewie! And now he's behind us! Up to you what to do here - you can follow the directions to outrun him, or use what you got to kick that bung-bandits backside! (I chose the latter, of course. I have a dog, OK? I was compelled to kick his backside from here to kingdom come!) Either way, back to the junction. We must leave Hewie here for now. -*-*-*-*- Take the left at the junction now. -*-*-*-*- Crossroads. You've come from the East. Go straight ahead to the west, and follow the winding path down to another crossroads. Don't forget to pick up the shiny object here. -*-*-*-*- You come from the east path. Go north, and follow the path here for a cutscene which finally explains a few things. Riccardo is not his real name - it turns out that Fiona's father and himself are in fact, clones. Watch the FMV which shows how the "accident" happened. Ugo, Fiona's father, was killed to make sure that 'Riccardo' would be an original (nice demented logic for you there). Ugo was blessed with Azoth, while 'Riccardo' was not, and Fiona has inherited that Azoth, which is what he wants. It's too much for Fiona to take. She faints. [Tower - Cells] We pick up the action now as Fiona comes to - Hewie is here again! HAPPY HAPPY JOY JOY! Umm... why is Fiona now wearing that snappy little ensemble? Why did Riccardo redress her? And why does Fiona look hotter with her hair down? Hmm. Lots of questions. Anyway, notice the documents to the side? Take the TOWER SKETCH, and yet another memo from our 'friend', Lorenzo. Seems that the tower is sealed off bar one exit - which takes us to the place in which Lorenzo resides. Interesting. Also, take note: Riccardo seems to be MUCH more dangerous now than before. I suggest running away for now, he'll get his soon enough. Now, Hewie, be a darling and fetch those keys for us, you sweet mutt, you. Now we're out, walk onward, and take the BRONZE FIGURINE from a recess in the wall on the left, and the sparkly item. There's a machine here - the reason I said to take the Red Godstone with you was to use here. It is turned into the Philosophers Earrings, which calms you faster and slows the rate of panic. Nice deal, eh? Anyway, now we leave here. [Tower - Base] Take the passage. Scene kicks in where Riccardo gets a little TOO obsessive over his niece (Being Ugo's brother, that does make Fiona technically his niece!) - RUN! Through the passage, all the way. You will not be able to see Riccardo, but you DON'T want to get too close. Keep Hewie attacking and run, up the stairs, to... [Tower - Entrance] *CLOCK SAVE* by the big doors. *RECOVERY POINT* is the old water fountain, it is lit up. Keep Hewie attacking and run up the ramp... suddenly, Riccardo fades away and leaves you alone. Suspicious, no? Either way, now is a VERY good time to save, don't you think? Outside the doors is an item, but we'll be here later. With Riccardo gone, go back to the Base... [Tower - Base] There are pipes here to kick away. Look around, kick them all, one has a shiny item and one has a MINITURE BRIDGE, which we'll be using in the very near future. Anyway, back to the Entrance now, and up that ramp! [Tower - Corkscrew Ramps] Halfway up, Riccardo will surprise you. Just take some time and avoid him, seems he fades away again pretty soon after a couple of Hewie attacks. He seems to be vulnerable in this state, which is good because he seems to run at the slightest hint of trouble. DON'T KICK THE VASE! It conceals a Luminescent, which is the last thing we need here. Once Riccardo goes away again, presumably to set up another surprise for us, run to the top and hit the lever. Now we can continue up. Near the next circular platform, Riccardo will drop a barrel near you. Stick Hewie on him again a few times and once again, the mad Riccardo goes away. Take the slightly-concealed path under the obvious ramp, kick this vase for an item, and up that ramp to pull the lever. Go back and take that other ramp upwards now. Luminescents! Lots of 'em! Panic at this point is dangerous, so lure them to the side on the ramp a bit, then run past them, across the platform and up the other ramp... whew. [Tower - The Planetarium] *CLOCK SAVE* Just as you enter this chamber. Whew. We made it. And into a nice, fun, easy puzzle. This chamber has several "buttons", and you have to stand on them when they are lit. This is a joint effort between Fiona and Hewie, so find the first lit button and stand on it. Another button lights up. Face in it's general direction, and order Hewie to "Go!", and he will go stand on it. Tell him to STOP and STAY, then move Fiona onto the next lit panel. And so on. Essentially, one of you must be on the last lit panel for this puzzle to be solved. When all panels are lit, a spiral ramp descends. I guess that's our cue to go up then... open the door... [Tower - The Top] This is important. Next to the door is a hole. There are two others, but this one is the one you need to be aware of. Also, around the rim are three weakened sections of wall. You can kick all three down, but you need only kick one - the wall that is opposite the Diorama Model. That is also important, not that there's... oh, you know what is coming now. Use the model bridge on the diorama, and place it from the tower to the manor. Success! The bridge is now up! Of course... did you REALLY think we were going to get away that easily? ********************************************************** * BOSS FIGHT - RICCARDO * * * * Riccardo is a very easy boss when you know how. and * * have prepared for it in advance. * * * * ****************** * Order Hewie into the hole by the door, and he'll pop up in a window, * * just above the diorama model. With the wall kicked down beforehand, this* * fight is now about merely lining up Hewie, Riccardo and the now-exposed * * gap. BE SURE to use the "Attack" command, when Riccardo is in the right * * spot, Hewie will leap down and attack from above. Watch as Riccardo now * * plummets like a depressed lemming to his miserable doom. Satisfying? * * Damn right it is! * *************************************************************************** With Riccardo now well and truly dead, we can descend down now back to the entrance. [Tower - Entrance] *CLOCK SAVE* by the big doors. *RECOVERY POINT* is the old water fountain, it is lit up. Finally, we can go out the doors, and across the bridge. [Tower - Bridge] Eww. Yes, I know, not pleasant. Run across the bridge now to Lorenzo's Mansion. Finally, maybe we can see this guy who has been helping us... -> CHAPTER 6 - Aim: Escape alive! We're now going to the House of Truth. Time to blow this plot and game to itty-bitty pieces. [House of Truth - Entrance Hall] *RECOVERY POINT* is directly ahead of you, the basin of water. *CLOCK SAVE* is down the first staircase on the left. *SYNTHESIS ROOM HOLE* is directly opposite the clock. *HIDING SPOT* is the large shrub downstairs near the clock and hole. OK, the winning post is in sight, but we've gotta keep the pace up and not get too clever. This is going to be an interesting chapter. The first staircase on the left takes you to the clock, save point and hiding spot - all in one confined space. Nice. Use as and when needed. The first staircase on the right takes you down into an empty chamber bar some boxes marked, "HIGHLY FLAMMABLE". And of course, we are Firestarters, twisted Firestarters, so we'll come back to this little piece of fun later. That flame on the wall... so near and yet so far... Back upstairs, there are two more doors behind the recovery fountain, each side, and both lead to the same place, so left or right door - your choice. [House of Truth - Hall of the Dead] Yes, this is truly more gross-out stuff. The walls are packed with lifeless bodies. Down at the end of the hall, is a patterned door which we'll come to VERY shortly, but first - a detour through an open doorway halfway-ish down the corridor... [House of Truth - Spiral Staircase] Not much to do here. Just go down, grab the candlestick, and back up. [House of Truth - Hall of the Dead] Make your way down the rest of this corridor, and open the patterned doorway... [House of Truth - Lorenzo's Room] Not QUITE what you were expecting, eh? Everyone has an agenda. [House of Truth - Hall of the Dead] Lorenzo will start running... sorry, CRAWLING after you. For someone who is crawling, he's rather nippy. Since Lorenzo is an old man, I can assure you this creepy old man can be KO'ed with extreme ease. It takes absolutely no effort, so if you're short on items and want to try your chances on the synthesis machine, knock him about a few times. But when you're done, simply return to the Entrance Hall. [House of Truth - Entrance Hall] *RECOVERY POINT* is directly ahead of you, the basin of water. *CLOCK SAVE* is down the first staircase on the left. *SYNTHESIS ROOM HOLE* is directly opposite the clock. *HIDING SPOT* is the large shrub downstairs near the clock and hole. WE ARE FIRESTARTERS! Down to that flame on the wall... walk over the raised impression to blow open the way forwards, and crush Old Lorenzo under the rubble. Ouch. Moving on... [House of Truth - Dark Corridor] Walk down the corridor, there's a path off here up more stairs, but the door is sealed. Walk down... WHAT IN THE?!?! Didn't we just kill this guy? Get Hewie to stall him, and run down the corridor, and through the door at the end. [House of Truth - The Crusher] Run across the room and kick the machine three times to start the rock crusher, and another boss fight! ********************************************************** * BOSS FIGHT - LORENZO * * * * A nice, easy one for you here - but take care. * * * * ****************** * DO NOT walk on the crusher while it is moving, or you will be treated to* * one of those fun death scenes. Keep Lorenzo busy until the conveyor belt* * stops. Kick the machine TWICE, and then lure Lorenzo onto the belt. Sick* * Hewie on Lorenzo to keep him on the belt and occupied, run over to the * * machine and kick it once more to see Lorenzo become pulp. * *************************************************************************** Pick up the Sol Key, and use it on the locked door here. [House of Truth - Main Hall] *CLOCK SAVE* just opposite as you enter. Save your game after that fight, and use the door north of you. [House of Truth - The Study] The door slams behind you. Just check the other door here to reveal a dead end, then check it again to close the door. Try and leave as you entered for one more little scene. [House of Truth - Lobby] *CLOCK SAVE* is standing out, loud and proud! Grab the shiny item, and lets go to see what this voice wants... seems familiar... [House of Truth - Revelations] Finally, we are told properly that Azoth is the essence of life - and alchemists use it as a sort of immortality potion, to become young again and cheat death. This, if you didn't figure it out, is Aureolus Lorenzo Belli - yup, seems we didn't squish him well enough. Watch as he becomes rather young and dashingly good looking - now, coupled with some spells - this man is a potent threat. RETREAT! [House of Truth - Lobby] Use the other door here and run. [House of Truth - Long Red Window Corridor] Run through this corridor. [House of Truth - Gothic Passage] Run, if Lorenzo decides to teleport in, sick Hewie on him. Just keep running even though it seems like you're going in circles, don't turn back... [House of Truth - The Door] This passage has a door. Use it... [House of Truth - Trial of Truth] This puzzle isn't tough, but it's a bit frustrating. Each of these repeating rooms is tinted with colour - essentially the aim is to mix four different colours and then end up in the black door. I used Blue, Yellow, Green, Red and then Black, but I'm sure there are other combinations to this. Once you exit the final door... [House of Truth - The Entrance Hall... Maybe Not] *CLOCK SAVE* stands in the corner. *SYNTHESIS ROOM HOLE* is pretty in-your-face. *RECOVERY POINT* upstairs, at the fountain. Save here. This place is pretty much the duplicate in layout of the entrance by which we entered this mansion. Head upstairs, straight across and down the stairs on the left, and through the door down in this room. [House of Truth - The Hall of Shadow] Run down this corridor, two failures will attempt to scare you but Hewie and Fiona can just beat them senseless now. Halfway down this corridor is an entrance... go into it. [House of Truth - Dark Room] *CLOCK SAVE* standing out, loud and proud. There isn't much here except the entrance into another room... [House of Truth - Generator Room] Take a good look at this place - you'll be coming back here again. For now, though, just check the placard on the wall to the right. Something is missing... and Hewie has the scent! Back to The Hall of Shadow. [House of Truth - The Hall of Shadow] Continue on down this path, and through the door at the end. [House of Truth - Caves] The aim is to get through the caves, there is no real danger here. The path to the right takes you exactly where you need to go, straight away, but on your way a failure wants a hug. Say no. The path on your left splits, and the locked door can be unlocked here, taking you back to the Lobby. Anyway, continue on to what appears to be an empty room... but wait? What is this? Hewie is barking at a wall! Examine it... freaky scene aside, collect the cane. Return to Dark Room, but on the way you may encounter Lorenzo... we'll sort that out soon enough, just stick Hewie on him and run. [House of Truth - Dark Room] *CLOCK SAVE* still here, and now USE IT! Please, do use the save point so generously provided here... and then we can move back into... [House of Truth - Generator Room] Put the cane in the wall to trigger a cutscene. He's right, you know. Time to stop running... ********************************************************** * BOSS FIGHT - YOUNG LORENZO * * * * Young Lorenzo is a pain of the highest calibur. * * * * ****************** * The basics of this boss fight are simple. There's a pool of lava in the * * middle of the room, and two buttons - each powering a pretty potent fan * * device, gushing wind forwards. The aim here is very VERY similar to how * * we beat Riccardo... first of all, we need to get Lorenzo near the edge * * of the pit. When Lorenzo is near the pit edge, and in line with one of * * the fans, get Hewie to occupy him very briefly as you go and hit the * * button. Watch as Young Lorenzo falls into the lava... think he's dead * * yet? That is twice! * * * * ALTERNATE STRATEGY courtesy of Jamie Johnston * * Jamie said he found it hard to get Young Lorenzo in line with the fans, * * however he noted that there are green stones (magnesia) which can be * * kicked into the fire, creating hotspots - which you can lure Lorenzo * * into for damage, and kill him that way. * * * * ALTERNATE STRATEGY courtesy of Jerome * * Jerome has noted that the fans are not the only way of knocking Lorenzo * * to a fiery doom - Fiona can ram him in and Hewie can attack him in too! * * A little more dangerous, but probably, if done right, a bit faster. * *************************************************************************** Oh dear, looks like trouble We'd best make ourselves scarce! Back to the Dark Room! [House of Truth - Dark Room] *CLOCK SAVE* where it was last time. Use it. Oh, this is NOT looking good for Fiona Belli. Leave this room. [House of Truth - The Hall of Shadow] Cutscene. Oh, for... Anyway, patience here people. First and foremost, you have to crouch when you feel a large tremor coming. This ensures you don't get thrown off your feet and unnecessarily hurt. The flaming corpse will also be chasing you, and his touch is a one-hit kill. So stay clear. Anyway, the door here MUST be checked first. It's jammed. Order Hewie to "GO!" and he'll leap at the door with total disregard for his own safety. Go in the door, sharpish! [House of Truth - Mines] Just make your way to the door, avoiding Fiery Lorenzo and crouching every now and then to ride out the tremors... to the door leading to the Lobby! [House of Truth - Main Hall] Damn! The statue fell! Forget the control stick, do as I did. Wedge on UP and LEFT on the D-Pad and mask the main buttons like crazy. It'll be back in place in no time. Now, just run where there is no obstruction, and soon you'll see a fantastic cutscene. Lorenzo is now well and truly dead. Enjoy the fantastic, yet slightly puzzling, ending. Congratulations! You just beat the game with the best ending! /---------------------------\ |Section Six - Puzzle Guide | \---------------------------/ These are the solutions to the puzzles in Haunting Ground. Warning: MASSIVE PUZZLE SPOILERS AHEAD! * PUPPET ROOM TRAP * This trap is nice instant death, but easily bypassed and deactivated. Outside, in the hallway, there is a switch which sinks when weight is put on top of it. Get Hewie to sit on this switch, go into the Puppet Room and walk through the raised gate. Hit the switch on the wall to deactivate the trap. Easy peasy! * THE BUTTERFLIES * Another remarkable straight-forward puzzle if you put two and two together. The butterflies are attracted to the dried flowers above the door. Outside, run a little way to an area with a large gate and a lever. Here, you'll see a few butterflies circling some flowers. There's a hole in the fence to these flowers, command Hewie to go in and get some. Back at the office, there is a vase right beside the door you enter from. Put the flowers here to treat the butterflies and clear the door. * HALL OF DARKNESS * A pain of a trap, this one you need to rely on Hewie. Order Hewie to "Go!" and he'll walk across the darkness. Follow him across the same stretch, be careful however because he looked in one direction and I fell. Walk where Hewie walks and you'll be fine. * FURY OF THE SERPENTS * is just a case of trial and error. In the Serpents Walkway, there is a picture with highlighted lines. Remember the positions of these, and go to the Restroom. Here is a similar picture - examining the same lines reads, "SALT" "SULFUR" and "MERCURY". Use the key machine to make three keyplates - you guessed it, type one of these words on each keyplate. Back in the Fury of the Serpents: bottom left is SALT, bottom right is MERCURY. Examine one of these heads again, and then use the SULFUR plate - Hewie leaps into action! The column of fire is now a column of ice, the Fury of the Serpents calmed. * THE TRIAL OF JUPITER * This is a frustrating puzzle because get it wrong and it's instant death. The room to the left is the room of truth, basically everything here is right and proper. Leave Daniella alone if you know what is good for you! Make sure you check how things have been positioned... now, return to the stairs and take the right path. This is the room of deception - there are three truths and three lies here. The aim is to pick out and further examine the three truths - examine a lie and the door locks, and you die. The three truths are: the chessboard, the wax models and the hourglass to the side of the burning stove. Three new paths are now open to you. * EXORCISM * This puzzle is easy to figure out with trial and error. You and Hewie must step on four combinations of two floor panels. The correct combination is: Red and Blue, Red and Yellow, Green and Blue, Green and Yellow. With this, the corpse in the chair is well and truly exorcised and you can retrieve the key with no resistance. * MANDRAGORA MADNESS * In the Garden Room, we'll see beds of Mandragora plants, those mythical creatures which squeal like you wouldn't believe. Anyway, before you come here, go to the Merry-Go-Half-Round room from the Serpents Walkway. Through here, we're on the other side of the fenced area - Daniella is here, and her master has ordered her to give you a vial of Hebel's Perfume. In the Garden Room, use the perfume on Hewie and he'll point out where to pick a mandragora from. This scares Fiona and attracts Daniella, who adores these plants. Advice? RUN! * THE FEEDING OF THE DEAD * A continuation of Mandragora Madness, in the Graveyard there is a mausoleum monument. Check the black entrance to be scared by an arm, beckoning out for something. Use that lovely Mandragora to satisfy the creatures hunger - not a nice way to go. With that, you can enter the black doorway and go into the Crypt. * GOLEM A-GO-GO! * This puzzle is simple, fun and entertaining. You need to make cards on the keyplate machine to direct the golem to quell the fires in the passageways. Type the following into four keycards: RRR (3 Rights) - The golem will extinguish the flames, revealing an item. (Magists Medallion) RRRR (4 Rights) - More flames extinguished and leads into the garden. Not much here bar an item and a good shock moment if you can stomach to examine the oven burning... *shudders* RRL (Right twice and a Left) - This is your way onwards. But before that... RRLRR (You get the drill) - Takes you down underground, out the other side and into a Great Library. Go to the library first, solve the simple puzzle and then take the RRL pathway to progress. * BOOK CASE * This is such a simple puzzle it's really not worth me typing out the answer, so I'll direct you. In the library are three books - two in full view, one hidden under a trolley of books. Check the authors of these books and put each book in the bookcase it belongs. When all three are returned to their rightful places, the bookcases reveal a path. Climb the ladder on a bookcase near the clock and follow the path. Simple. * COMBINATION LOCK * This combination lock is easy if you watched the reel of film earlier. Turn the top dial to the left once, and the bottom one to the right (or left) twice. Simple. * POINTY END OF A STICK * This puzzle gives you three chances to pass it before it gives you a death scene, but you can get it in one, no problems. Order Hewie to go forwards, and walk on the panels he walks on. No problem. * SEALED ROOM * This can get rid of both Riccardo and open up the way forwards. Lure Riccardo into the Decomposer Room, and have him walk over the noticeable weak patch. Good riddance for now. Then command Hewie to enter the hole. Run around where we left from that cutscene earlier, to a stone hall. Take the turning, kick the failures about a bit, and go up the stairs, to the Sealed Room. Now that Hewie is inside, get him to come to you and he'll open the door. Whew. * BALANCING THE SCALES * In the Garden, you'll find a PRIMA MATERIA. This raw substance is going to be essential in the Room of Balance, but sadly not in its present condition. Instead, we will enlist the aid of some machines scattered around the mansion to turn this mass into a usable item. The chain for this is as follows: ARTIFICIAL WOMB - In the back of this room is The Extractor. Prima Materia becomes Sulphuric Ore. SEALED ROOM - In this room is The Purifier. This turns our Sulphuric Ore into a Silver Ore. MACHINE ROOM - Just off the Red Window Hallway, this room contains The Synthesiser, and turns our Silver Ore into a White Godstone. METAMORPHOSIS ROOM - This chamber is found just past the actual Room of Balance. It's the other side of the divide in the Red Window Dividing Corridor. In this room, the machine will turn the White Godstone into the Red Godstone. And we're done with the stone. note, if you don't follow this sequence, you can use the material on the scales, but it won't balance. Take it to the Decomposer Room, and use it to break your item back down to a Prima Materia. So you can start again, this time, doing it in the right order. The stone can now be used in the Balance in the Room of Balance. Open door, sweet freedom, but take the red godstone with you. * PLANETARIUM PUZZLE * This is a tag-team puzzle between Fiona and Hewie. The aim here is to light all the planets, so put Fiona on the one lit planet, and other lights up. Order Hewie to go to it, command him once there to SIT and STAY (important), and then while he's on that planet, go to the next which has just lit up. Repeat for all the planets and the sun, and you've solved the puzzle. Simple, fun and relaxing. * TWISTED FIRESTARTER! * In the House of Truth, as you walk down the passageway towards Lorenzo's room, there is a door branching off, taking you down some stairs. Down here is a GOLDEN CANDLESTICK... When Lorenzo is chasing you, then you can run to the main entrance and down the stairs to the right. Down these stairs is a raised section which, once walked on, triggers a glorious cutscene. * GENERATOR X * The red-hued Generator Room is where you'll fight a boss, but first we gotta get that power on! Examine the suspiciously empty placard/wall space, and Hewie will bark. Seems he's got the scent of whatever was here... now, back to the Hall of Shadows, and go south, and into the caves. In this area is what appears to be an empty room, but it isn't - Hewie will start barking at a wall. A mark on Fiona's back seems to reveal, in the wall, the key to the power problem. Return back to the Generator Room, and place the cane in its rightful position. /------------------------\ |Section Seven - Endings | \------------------------/ Haunting Ground has four distinct flavours of ending. They are: A. Fortes Fortuna Juvat (Fortune favours the brave!) Notes: Fiona and Hewie escape. Debilitas comes out with hedge clippers, bows to Fiona and she walks off. Debilitas walks into the gardens and starts trimming the hedges, as if nothing had happened... or maybe, just maybe, he knows now he has a whole castle to do with as he pleases... To Get: * Must drop chandalier on Debilitas. * Hewie's friendship level must be good. B. Ignis Aurum Probat (One is tested in the fire) Notes: Fiona and Hewie escape the mansion... everyone is dead. While I haven;t got this ending yet (But did get the bad ending), I'm told it's basically the good ending minus Debilitas. Which... umm. Sounds dull, but who am I to judge? To Get: * Must kill Debilitas without the aid of the chandalier. * Hewie's friendship level must be good. C. Dona Nobis Pacem (Give Me Peace) Notes: Fiona and Hewie escape in the cool night breeze. Fiona takes one last look back at the castle, and then she and Hewie walk away... as they walk into the misty night, Lorenzo - in the hall at the top of the stairs, cries out for Fiona to not go... and he and his wheelchair fall down the stairs... Fiona will not return to the castle. Lorenzo will never get his prize... To Get: * Game must have been completed at least once. * Must drop chandalier on Debilitas. * Must get key from Debilitas in his hut. * Must unlock door in castle restroom, and get the Castle Key. * Must use key on the big doors outside the Entrance Hall. D. Tu Fui, Ego Eris (What you are, I was. What I am, you will be.) Notes: Treat Hewie really badly, and he'll die in the forest. Also, I am attempting to discover if you can just leave him behind and get it this way, will keep you posted. Either way, Hewie won't be coming to Fiona's aid this time... and it seems Fiona's destiny is fulilled... To Get: * Hewie's friendship level must be low. GAME OVER: ACTA EST FABULA (The drama has been acted out) Get killed, spring traps, all sorts of things get you various game over screens, many of the death scenes are very different, some are gruesome and some are just downright wrong. You'll get at least ONE game over. Believe me. /---------------------------------\ |Section Eight - Game Movies List | \---------------------------------/ Within the Secret Room, at the end of the game (See Section Nine for more details), you can view the numerous cutscenes. Do note that many of these do involve... well. Dying. Others involve approaching some situations in different ways. 001 - Whereabouts Unknown 002 - the Watched 003 - Enter: Debilitas 004 - Infernal Contraption 005 - Emeth 006 - Meth 007 - Figure From The Future 008 - Luminessants 009 - Evening in the Music Room 010 - Night in the Music Room 011 - Approach Encounter 012 - Exire Debilitas! 013 - Nightmare 014 - Freedom 015 - Gate-Crasher 016 - White Intruder 017 - Hewie! 018 - Mountain of Rubble 019 - No Escape 020 - What's Cooking? 021 - Pupa Cella 022 - Evil Eyes 023 - The Phones Dubious Ring 024 - Bite Attack A 025 - Bite Attack B 026 - Bite Attack C 027 - Balcony Collapses A 028 - Balcony Collapses B 029 - Flower Arrangement 030 - My Dolly 031 - Hide and Attack 032 - Advice from the Dark 033 - The Drawbridge 034 - Ouroboros 035 - Just Desserts 036 - Lunar Refractir 037 - Let There Be Light 038 - Saturnus 039 - Stand Against Debilitas 040 - Fate's Punishment 041 - Adoration 042 - A Moments Silence 043 - 2nd Chance 044 - Dinner is Served 045 - The Awkward Table 046 - Night Visitor 047 - The Mirror Tells No Lies 048 - The Great Flood 049 - Hidden Stairs 050 - Woman Scorned 051 - My Fight 052 - Fire & Ice 053 - The Human Body 054 - Chess Anyone? 055 - The Hourglass 056 - The Ultimate Scavengers 057 - Armed and Dangerous 058 - The Iron Maiden 059 - The Immortal 060 - Fleeting Immortality 061 - Stick and Move 062 - Mandragora 063 - Guardian A 064 - Guardian B 065 - Golem of the Underworld 066 - The Hidden Camera 067 - Snuff Film 068 - Acetic Acid A 069 - Sulphuric Acid A 070 - Archer A 071 - Archer B 072 - Cat Fight 073 - Shish Kebab 074 - The Other Woman 075 - Acetic Acid B 076 - Sulphuric Acid B 077 - No Problem 078 - A Question of Balances A 079 - A Question of Balances B 080 - Stray Dog 081 - Poor Doggie 082 - Checkmate 083 - Riccardo's Lab 084 - Prison Reunion 085 - Jail Break 086 - The Incredible 087 - Grand Convergence 088 - The Viaduct 089 - Fall From Grace A 090 - Fall From Grace B 091 - Azoth 092 - The Man in the Wheelchair 093 - The Big Bang 094 - To Survive! 095 - Conveyor Belt A 096 - Conveyor Belt B 097 - Conveyor Belt C 098 - Invitation 099 - Thus Spoke Lorenzo 100 - Return To Youth 101 - Caduceus 102 - Challenge of Lord Lorenzo 103 - Straight To Hell 104 - From The Depths Of Hell 105 - Fallen Goddess 106 - Burnt Out 107 - Fortes Fortuna Juvat 108 - Ignis Aurum Probat 109 - Dona Nobis Pacem 110 - Tu Fui, Ego Eris /----------------------------------------------------\ |Section Nine - Game Secrets/Unlockables/Easter Eggs | \----------------------------------------------------/ Haunting Ground, like any good Survival Horror game, has a few nice unlockables and some clever easter eggs. An easter egg is often just visual and has no real bearing on the game at all other than to keep the fans happy. HARD MODE Complete the game to unlock this mode which... umm... makes the game harder - probably why it's called Hard Mode. Though I could be wrong. THE SECRET ROOM This is accessible when you have completed the game once, and it is essentially the Guest Room where Fiona first gets her clothes. Now, you can view movies from the game, check outfits unlocked, change clothes, access the mini game... essentially, relive the game again. There are plenty of movies I have yet to unlock and will strive to do so in future updates. UNLOCKABLES Costumes: When you have finished Haunting Ground, Fiona can change into different costumes - three of which are unlockable. These three costumes do much more than make Fiona look good - they also change how the game plays somewhat! * Fiona Costume: Texas Cowgirl My favourite costume, this sees Fiona play dress-up as a sexy, cool cowgirl. Not only does this outfit actually look pretty damn hot, it also gives Fiona a gun - this weapon takes place of the kicking action, which is interesting to say the least. * Added effects: Aside from the gun which only works at reasonably close range, I've noticed in this that Fiona tends to panic less. * Fiona Costume: Illegal in Some States Those men in Capcom HQ obviously thought Fiona needed some sex appeal, and ouch, does she get it in this catsuit-style ensemble which reveals quite a bit. In this costume, Fiona sports a whip, which takes place of the usual kick action. 'Some people, with, too much time on their hands...' * Added effects: The range is wider using the whip. * Fiona Costume: Fiona the Frog After seeing this costume on the hidden section of the Japanese site, this costume is pretty demented. Fiona sports a bulky Frog Mascot Suit and I have to say, whatever the joke with it is, I don't see it. It IS kinda funny I suppose... but also kinda lame. Still, whatever floats your proverbial boat... I got this when I got the quick ending, "Dona Nobis Pacem". * Added effects: Stamina is not lost when backstepping. * Hewie Costume: German Shepherd This is a traditional Alsatian colour choice - dark brown with black spots. Still insanely lovable though. -Added Effects- this Hewie costume increases his attack power, meaning enemies can fall faster. However, the downside is that it makes Hewie harder to control, as he'll often ignore you and at times even attack you! Ouch! * Hewie Costume: Stuffed Dog (Credit to Hima from Thailand for this one!) This is an extremely unique little design - but despite its design, it also apparantly contains one detail which far and away makes it an unlockable I am feverently now working to get: it makes Hewie... INVINCIBLE! Yes, Hewie takes no damage in this outfit. Look at it as, "God Mode" for Survival Horror... EASTER EGGS Easter Eggs vary from developer jokes to pointless but interesting secrets hidden within the game. * Easter Egg: The Dance-Dance Golem! (Credit to Midwinter) In the Crypt, where you must use keyplates to move the golem, create a keyplate with the world SALTATIO, to be treated to a rather bizarre, brief, ten-second Para-Para dance sequence. Weird... KEYPLATES Other than the obvious keyplates needed to progress, these net you items and a cutscene! ADAMAS (Use in Synthesis Room after you beat the game one) ALCHYMIA (Use in Synthesis Room after you beat the game one) POWDER (Use in Synthesis Room after you beat the game one) MAGNUS (Opens Red Safe in the Nursery) MORGAN (Use in Synthesis Room after you beat the game one) SALTATIO (See above Easter Egg section for more information) OTHER GAME REFERENCES * AnyaEmmersonRocks noted that the sound that the Wailing Stone makes is the same sound the ghosts apparantly make when they chase Alyssa in Clock Tower 3. I would verify this, but my friend has "borrowed" my copy of CT3, but seems perfectly reasonable since Capcom did make CT3, although it does show a sign of laziness I suppose... /--------------------------------\ |Section Ten - Hewie's Mini Game | \--------------------------------/ This mini-game is accessible from the Secret Room when you have finished the game once. The mini game involves the roles being well and truly reversed - here, you play as Hewie, and your aim is to guide Fiona to safety and away from the bad guys. Levels one and two are automatically unlocked. Challenge 3 is unlocked by beating Stage 1 and Stage 4 is unlocked by beating stage 2. /-----------------------------\ |Section Eleven - Second Play | \-----------------------------/ On your second run through this game, there are some very notable changes to the game. THis section describes those changes. * On HARD, all enemies will be wearing their alternate costumes. * The synth room will now have a Keyplate Vending Machine. This neat device is used when you have fulfilled criteria for some of the rankings, which give you a passcode to put on a keyplate. But if you're lazy: ADAMAS nets you a Diamond Choker, ALCHYMIA nets you Alchemists Earrings, POWDER gets you Burst Shoes, and MORGAN gets you Fairy Earrings. /---------------------\ |Section Eleven - FAQ | \---------------------/ Q. How exactly does Fiona have "Azoth"? It isn't explained well , did I miss something! (From Kingston Andri via e-mail) A. Hi Kingston, thanks for e-mailing. And the new answer comes from Kanzakii, and I'm cutting and pasting this for you. "Just a bit of infomation on Azoth. While it is not explained in-game, ie. we all know about Azoth is just "Essence of Life," Azoth is basically a very powerful word in the world of alchemy. For alchemists, there are the Alkahest (Univerial Solvent), and Philosopher's Stone (Gold-Transmuting Substance). Some people claim that Azoth is another name for the Philosopher's Stone. Azoth in itself is an interesting word. It signifies the unity of beginning and end. "A" is the beginning of all alphabet, and "Z" in Arabic, "O" in Greek, "TH" in Hebrews are all ending alphabets. One of the authors mentioned in the game (Library area), Paracelsus (His full name being Aureolus Philippus Theophrastus Bombastus von Hohenheim.. note Aureolus), was a alchemist and physician who created Iatrochemistry - use of chemistry combining with medicine. One of his portraits shows himself showing a sword, and on the pommel it reads Azoth. This is believed that the Azoth is his elixir vitae - the infallible remedy. Some also believe that Azoth is the Mercury (or rather, "Mercurius") in the three spiritual essence, "Salt," "Mercury," and "Sulphur." Some see it as the spiritus animatus, animated spirit. Also, the entwined snake staff in the game (and is seen in many game/anime). The two snakes symbolize Salt and Sulphur, the two extreme end, and in order to balance such, there are the stuff at the middle, which is Azoth, the Mercury, uniting the two ends." Q. "Beef Jerky" completely restores Hewie's stamiman and makes him "happy". Does "happy" have any effect? Does it make Hewie more efficient in taking orders? Does it increase Hewie's attack dmg? (From GameFreeek, on the GameFAQ's Haunting Ground Message Board) A. The "Happy" effect seems to have an effect on the friendship levels bewteen Hewie and Fiona. It restores Hewie's stamina, and makes him more friendly towards Fiona. I have seen little change in the attack damage, but the friendlier Hewie is to Fiona, the easier it seems he takes orders. Hope that helps. Q. On Haunting Ground, when playing Hewie’s mini game, do you play the ENTIRE game as Hewie and does it tell you all the controls? Also, good work on the walkthrough. (From Kerry Wall via e-mail) A. No - the Hewie mini-game is just a series of "Guide Fiona from the start to the finish, avoiding the bad guys" missions. And yes, before you start the mini-game, it shows you a list of controls for Hewie. And thanks for letting me know you liked the walkthrough! :) /-------------------------------------\ |Section Twelve - Contact Information | \-------------------------------------/ If you want to get in touch with me about this guide, ask questions, ask to use it elsewhere etc. then follow the following guidelines. I will mercilessly delete any and all junk that does not follow the following rules. * First up, read the walkthrough. If I haven't answered your problem in either the Main Walkthrough or the Puzzle Guide, then send me an e-mail. Don't get upset if I don't respond - I'll try, but if it's a good question I'll answer it in a guide update. So check back often. * Secondly, praise me as much as you want, I won't guarantee to answer you. Although ego-gratification is nice, I'll still delete it when the ego rush is over. Same goes for flames - I'll laugh at the usually pathetic spelling and poor grammar, but it's destined for the bin and you know it. * Thirdly, as obvious as it sounds, please type in proper English. I don't do AOL Speak, 1337-speak or shorthand. I dismiss these instantly. If English is not your first language, then please do your very best and state that English is not your first language, I am very forgiving in that regard. Just if your language is AOL or 1337, or endless shorthand, I kind of pity you. * Don't use my mail address to send me ANYTHING. I have a spam filter in both my e-mail program and my e-mail hosting, and I'm not afraid to use them! Don't waste my time. * If you want to use this guide on your site, then please e-mail me with details of the site, where it will be uploaded and your general comments (all are very appreciated, I try to do my best in these guides!). I will respond back within 24 hours. That is a promise. On the same note, people who upload this guide to their site without giving me due notice, credit or worse, neither of those, will be asked to remove it within 24 hours. I've done it before and I won't hesitate to do it again. Failure to comply will mean I take legal advice, and get in touch with your host/ISP if possible. In brief, I will make your life a living hell. Don't do it. * Finally, I know I have other walkthroughs on the internet from days long past, and the memories are warm and fuzzy. But for the most, I no longer own/play those games, and while I understand one or two might want to ask questions on older guides, I'm afraid I won't be doing that. I apologise for such an inconvenience, but I like to play through a game and know where the problem lies - if I can't do that, I can't help you much I'm afraid. OK, with that out of the way... E-mail me at guides@kamisoft.com - I set this account up for questions and mail about this and future guides. Here's a mention of the things I do and do not want: I DO WANT: * Any in-game glitches, bugs, or anything else which might seem odd. * Any noticeable easter eggs. * Any more noticeable references to other games. * Anything I may have missed - secret items, hiding spots etc. * Your own enemy-beating strategies! I DO NOT WANT: * Anyone correcting spelling. First, I'm British and second, I DID study English Language at A-Level. This guide was rushed, I admit, so I'm now correcting spelling as I go. * Spam e-mail of flames/praise. I appreciate that you may like/not like this guide, but unless you have something you wish to contribute, I would kindly ask you not to fill my inbox with that kind of thing. * Any e-mail in all caps. You know who you are... * Anyone asking me to send them a copy of the game. No. No. And again, NO! /---------------------------\ |Section Thirteen - Credits | \---------------------------/ General Credits and Thanks: GameFAQs - For being the initial place to post this guide. People on the Haunting Ground Message Board at GameFAQs - for providing help and advice, and support. I love you guys! Capcom - For continuing to fuel my passion for survival horror. Lunar Knights - My FFXI linkshell, for making me smile and laugh a lot. Aaron Sheriff ISP - My host. I bow to you guys, I really do. Caffiene, Pepsi, Coca Cola - For keeping me going through this! You - Obviously, for reading this junk. Me - Because I wrote it. I can do walkthroughs, me! Contributors to this guide (HUGE Thanks to all in this section) Frank Kortland (For information on the Mandragora Garden Hiding Spot) Midwinter (For the Dance-Dance Golem Easter Egg) Lisa Johnstone (For the Mansion Restroom Cutscene) Hima (For all the information you provided!) Shaun Sturgess (For hiding spot information) Bizzy, USA (For noting a save spot I missed) Jerome (For alternate boss strategy) Bree o'Neill (For a blatant in-game error) Garry Hogg (For alternate boss strategy) Jamie Johnstone (For alternate boss strategy) And all those who send me information, even if I don't list you due to multiple people sending the same information, thank you. /-------------------------------\ |Section Fourteen - Permissions | \-------------------------------/ Last section. If your site is NOT listed here, then you can't use the guide. Get in touch with me and in the next update, I'll add you to the list. DO NOT ADD YOURSELF. Those who add themselves will not be allowed to use this guide and I reserve the right to revoke the permission to use this guide at any time, for any reason at all. Current Places which get priority updates to this guide: GameFAQS - www.gamefaqs.com Current Places granted rights to use this guide: Cheat Code Central - www.cheatcc.com NeoSeeker - www.neoseeker.com 1Up - www.1up.com Cheat Happens - www.cheathappens.com Cheat01.com - www.cheat01.com Places not allowed to use this guide, for any reason EVER!: (Pray you don't make it into this section.)