Haunting Ground Walkthrough :
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epsilon751 |
Walkthrough - FAQ/WalkthroughHAUNTING 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...
16-11-2006
Woo. I am back from the seemingly dead... it's been a bit of a rough year
and I haven't found any games of late I want to write walkthroughs of,
although I am hoping to find one soon. It's odd but I need to be inspired.
Anyway, there are reasons why I am updating. First of all, big apologies
for taking down my guides e-mail server, which sadly ended up swamped with
unimaginable levels of spam. New e-mail added. Secondly, tidied up one or
two sections which people quizzed me over. And lastly, some new stuff to
add from people.
/----------------------------\
|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 some rubble and a crack in
the 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
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