Go through the hole in the wall and around the room and another ghost will appear. Kill him and go through the door. Kill the revenant there and follow the hallway around to a room will another hole in the floor. Walk to the right and grab the pole above you. Shimmy across to the other side and down the ramp. Go out the door at the bottom and there will be two revenants to deal with. Kill them and head around the corner with the orange light and into the open door way. Go through the classroom and the small opening at the far side will lead to the right. There will be a heath and a ladder. Climb up and enter the next room to find two Death Angels flying around. Take them both down and make your way through the next open door that is beside the one you just came through. Clamber down the scaffolding onto the forklift and head right.
Go around the corner there and grab the large health beside the open door on the left. Enter the door after you get it and clamber up onto the broken walkway and follow the ramp up to the top floor. Kill the Death Angel here and go to the far side to the other room. Go down the broken path and there will be another black ghost in the corner near the large health. Take him out and grab the smoke grenades on the ground at the bottom of the crumbled ramp. With these you will be able to see invisible ghosts, which are what I thought the binoculars were for, but anyways. Head through the fire exit there at the bottom of the ramp and you will be right back where you used Astral. Head out of the room through the double doors and head for the junction. Make a right when you reach it.
When you get to the next junction, a scene will start as you look to the hallway to the left. After the scene, run forward into the library and save your game. When you enter, there will be some poltergeists throwing a TV and chairs at you. Stand at the entrance and let them throw them at you. The objects should go down the hall and the stupid ghosts won’t be able to get them from there. Now there will be the pesky bugger who keeps taking the stairs. Use the grenade launcher and press L1 and X to switch ammo. Fire some rounds at the desk and you will see a poltergeist walking around. Toss the grenade at it and open fire. Once you catch it a scene will play as you are introduced to the librarian.
After scene with her, she told you that you need to find two books. Head up the stairs and go straight. Grab the diary off the ground there and continue forward to the opening. Head down the spiral stairs and head to the right. Follow the short hallway and go down the next set of stairs to reach a checkpoint. Save and continue through to the parking lot ahead. Make a right at the corner and there will be three backhoes that come to life as you run past them. Try to stay close to the main part of the machine and not the arm to not get hit. After the third one, there is a school bus. Enter it and grab the history book. Make your way back through the back hoes, and back up the stairs and back into the library. Head down the stairs again and stand at the desk to give the librarian the history book. She will give you another and tell you to put it away. Head up the stairs and head to the far circular room and place it on the pedestal. When you do, a scene will play. Head up the stairs and to the right and enter the room where the librarian is. Head up the small staircase and enter the door there. When you do another scene plays.
After it is over, head back to the librarian’s desk and give it to her. Another scene will play and she will tell you to read the page and then return the book. Head up the stairs and make a right to the circular room there. When you do, you will be back in the castle again. Once again, go up the stairs and make a right and enter the next room. Go up the stairs again and enter the room to start another scene. After the scene, head down the library stairs and say goodbye to the librarian. Head back out in to the hall and continue straight through to the next door. Save at the check point and enter the theatre there. When you enter, another scene will play with Hawksmoor.
After it is over, you will need to face three more black ghosts that he calls Angels of Death. Take them down, preferably with the shot gun as it does some heavy damage to them and another scene will play. After he is done babbling again you will need to fight two poltergeists. Use the smoke bombs on them when they pick up the chairs at the front and rear of the theater. Take down the two of them and another scene with Hawksmoor will play. Afterwards you will be back in the basement talking to the big head. When you are done, head over to the array to look at the ghosts you caught and then head through the portal.
Ghost Ship
After the rather lengthy scene with Hawksmoor ands some voices, you will be back in control in a cargo hold of a ship. Make your way to the left and follow the stairs around and down to where the tanks are. Walk up to the left side of the tank in the middle of the room and climb the ladder on it’s side. Man the tank turret and shoot at the barrels directly ahead of you. After they explode, hop out and run to the open door that is now exposed. When you enter the next room, go to the right and enter the back of the truck there. Grab the tank shell on the floor and head out to the tank in the center of the room. Load the shell into the back of it and then climb up to the turret. Shoot at the door ahead of you and when it opens, 4 or five ghosts will run in. Take them down and head through the door. Go straight down the hall and make a right. Enter the room on the left at the end and take out the ghosts inside, when they are all dead, there will be an announcement that delta team is down.
Walk over to the cargo lift in the far corner and a scene will play showing you a ghost arrive on it. When he comes out, he’ll be sporting a huge gun. You may want to use the grenade launcher to take this guy down quickly before he gives you a butt whooping. When he does go down, enter the lift and then hit the switch to go down. Walk out of the lift and head left. Save here at the check point and enter the cold storage room. On the right there will be a pipe with a red lever. Shoot the lever and a ghost will appear in the steam. Take it down and then head through the door once it is dead. Head up the stairs on the left and enter the next storage room. Climb on top of the box to the right and from there you will see another red lever in the far corner behind the shelving. Shoot it and take out the ghost that appears. Head through the door and up the stairs again to the third storage room which has a portal for Astral.
Shoot the red lever to the right of the door you entered and take out the ghost as it appears. Once it’s dead, go to the portal and summon Astral. Have her fly over to the door you entered and look at the toppled shelving across from it. Use the poltergeist power and move it out of the way. Why Lazarus couldn’t do that, I dunno. Return to Lazarus and run through the opening and through the door. Follow the hallway around until you come through a door that leads into a kitchen. Inside the door to the right will be another ghost with a large gatling gun like the one on the lift. You can either choose to fight him or just run through to the next door. Follow the hallway around and you will run into one more regular ghost and then hit the checkpoint. Save and you will be on the ships promenade.
Walk to the left and a scene will play about who you are fighting. Enter the next door and you will run into two more ghosts. Chase them up the stairs and onto the deck of the ship. When you are outside, there will be a lot more ghosts out here and you’ll need to use cover to stay alive. As you get close to the next set of stairs, a big guy will come through the wall on the right. After you kill him, enter the room and grab the goods in there. Head up the stairs and forward to the ladder. Climb up and a short scene will play showing you the beast in an air duct. When it vanishes, the ghosts will then turn on you. Kill them and then head to the left of the air duct and you will reach a glass window. Watch the next long scene with the ships captain. After the scene is over, head out of the room and save.
Make your way down the stairs and around to the left. Enter the room there and read the note on the floor. Continue to the next room and there will be two clawed tentacles in there. Crouch and walk to the right and under them to the next door. Continue to follow the dynamite wire through into the next room and run through when the tentacles aren’t facing you. When you enter the third room you will be given a note that you need to stay out of sight and hidden. I just ran through the room and through the door on the right while the claw hit me once. Once you are in the hall, head left to the detonator. Press it and you will blow up the claws you passed. Enter the next three rooms and again, you will need to stay out of the tentacles views until you get into the next hallway to the second detonator. Press it when you reach it and you will be able to save.
Head down the hall and make a right. In the first room, there will be a detonator, but you’ll need to find some TNT first. Head back out into the hall and enter the room on the right. Grab the TNT in the next room and hit the switch on the table to listen to the captain talk. Head back to the detonator room and follow the wire around to the end. Plant the dynamite at the end after you sneak to the left and walk under the tentacle. Run back out and use the detonator to blow a hole in the floor and kill them. Head back in and hop down the hole. Jump down off the bed and enter the next room to read the note on the table. Before you leave the room, grab the dynamite behind the book case as well near the doorway. When you pick it up, you will be told to find three more. Continue through to the hallway and follow it to the right, past the tentacle hanging there. Enter the second door on the right and grab the dynamite there.
Exit and head left around the corner and past the stairs on the left. Go around the next corner to the first room on the left. Enter there and you will find some dynamite in a bathroom and some in the small room to the right just before you enter the room. Head back out into the hallway and head left to run past the next set of tentacles. Enter the room at the end of the hall on the left and there will be a portal to summon Astral with. Summon her and float up the opening in the vent above you. Follow it around to the right and you will enter a very large room. Float to the far corner on the right side and there will be a pile of furniture in front of a door. Use the poltergeist power and move it out of the way. Return to Lazarus and head back out into the hall and around the corner at the end and go to the door just past the stairs.
When you enter, you will be in the ballroom where Astral cleared the door. Make your way around the top walkway and plant the dynamite at each of the 4 wires. When all four are planted, head down the large stairs and make a right. Use the detonator there and the large door at the top will blow open. Head back up and go through the door. Enter the next door directly across from it and follow the stairs up. When you reach the top continue along the hallway and you will enter a room with a recorder and checkpoint. Save and take a listen to the recording and then enter the adjoining room. Monkey bar across to the other side using the ladder spanning the gap and then two green ghosts will appear. Take them both down and head over to the ladder.
Climb down and then jump from platform to platform until you reach the next ladder. Climb down and then monkey bar across the gap again. Clamber up to the ledge behind you and then walk across the walkway you just monkey barred across under. When you reach the other side, two more ghosts will appear. Take them down and then hop across to the next ladder. Slide down it and enter the room there. Use the detonator and it will blow a hole in the wall above and beside you. Enter the one next to you and there will be a portal in there. Summon Astral and have her float out and enter the water. Under the last ladder you climbed, there will be an opening. Float through and enter the corridor. Make a left and follow the passage around until a scene starts. After it is over continuing going straight and make a left turn ignoring the door on the right. Float up through the opening and go through the control room that has a glass structure in the center, Float down the opening in the next room and float over to the half opened door.
Use the poltergeist power to blow the door closed. Head back up to the glass structure room and use the revenant power to turn on the controls there and pump out the water. Now you can control Lazarus again and have him go down the ladder and into the open that was covered in water. Listen to the recording there is you like and then head down the stairs. Make a right at the bottom and enter the brown door to find a valve control. Save your game at the checkpoint here and turn the valve. Hop down the hatch it opens and make your way onto the large machinery behind you. Make your way to the walkway and follow it around the room and down the ramps to the large door that opens when you walk near it. Head through there and there will be three ghosts that attack.
Take them down and you will see a detonator around the right corner at the far end of the room. Since there isn’t any dynamite there, you need to head up the stairs and make a right to a small room. Talk to the captain and after the scene you will need to head out of the room and head to the far left. Make your way all the way to the far railing where the tentacles are and distract them so that the captains body, down below, can walk past them. You really just have to stand there so that the light is red and the body will make it past. When it walks by the door, it will place the dynamite on the wire. Use the detonator and then head through the door. Now you will see the beast and a scene will play. After your talk you need to find a way to wake him up. Head to the left and climb up the ladder there. Head down corridor there and enter the large room there. Continue to the next room and you will be given a note to free a mechanic.
When you head down the stairs, there will be a mechanic on the wall. Walk over to him and he will drop. Now you need to find two more. Head up the next set of stairs and go through the door there to enter the large room where you dropped down the hatch, Make a left and follow the catwalk around to the next door. Enter and climb down the ladders to reach a portal. Summon Astral and have her float down into the water there. Follow the passage forward and enter the large room with many gears. To the far right side will be another mechanic. Float over to him and release him. When he is free, control Lazarus again and head across the plank over the water. Enter the next room and make a right to the ladder there. Enter the door there and make a left and go up the stairs. Continue along the corridor and you will come across the Dagger of Poseidon lying in the hallway. Grab it and save at the checkpoint.
As you enter the next room, the third mechanic will be saved and a scene will play. After the scene you will be in the ballroom to meet the captain and the beast. To defeat the best, there are two attacks that you need to take against it. The first will be to capture the blue soul of Kraken that is floating around. Toss the grenade at it and one grenade from the grenade launcher will take them down. After that attack, the captain sitting in the tank will fire a tank shell at the beat and it will land in his mouth. When that happens, run to the side of the tank where the beast’s tentacles won’t reach you and shoot the shell in his mouth. You will have to do each attack 2 or three times and the beast will drop to trigger the mission ending scene.
Prison Island
Make your way forward and grab the note on the ground there. Read it and it will tell you that you are on a prison island. Make left across the walkway and you will be on the island itself. Continue along the tracks and kill the Revenant that comes to you. After it is dead, there will be some snipers on the ledge across from you and in the tower to the right. You can either choose to fight them or just run up the ramp to the right and enter the building with the shark there. Make your way to the left past the crates and forklift to find a doorway. Go up the stairs there and enter the office on the right. Listen to the radio in there and grab the ammo off the desk and continue through the office.
Head down the hallway on the right and enter the room there. Grab the letter on the desk and head down the stairs. Head out the door at the bottom and head to the left. Continue past the cars and walk between the openings in the rocks at the far end. Shoot the guards as they come out of the church entrance. When they are dead and captured, enter the church and grab the Spectral Lasso from the ground. Continue through the church and down the stairs and out the back. Go left and follow the path around to a pipe that you can enter. Crawl through to the water and you will reach a save point. Crouch down and walk into the large corridor.
When you enter it, there will be a few guards and some new enemies that are like Revenants but larger. They also stick on the walls until you get near them. Be sure to take them out from afar so they don’t attack. Head to the right and take out the next two large beasts and make a left at the end. Follow that passage to the end as well and make a right. You can make a left and follow that corridor to find a large health and ammo though. Make your way up the dry ramp and go to the left. Enter the lift around the corner and it will take you down to the filtration works. Save at the checkpoint and then take out the guards through the door way and then head through. Go to the left and follow the catwalk to the ladder. Climb down into the water and head left. When you reach the next ladder, climb up and capture the ghost there.
Walk across the plank there and there will be a tunnel to the left of a fenced room with a portal. Go down the tunnel and through the door at the end. Take out the guard down below in the water and across to the right in the tunnel. When they are down, climb down the ladder and up the next one. Head down the tunnel and make a right at the end. Enter the next tunnel and you will be at the portal for Astral. Use it and head back out into the room you were in where you could see the portal behind the bars. Look up and there will be a mining cart track above you. This part of Astral’s mission is a little long but rather easy. Float all the way up to the top and look down at the track. There will be three rows and each row will have two places that you can affect the track. The first will be a switch that will turn the track away from the side tunnel and the second will be a section that you can smash it and tear the track apart.
You need to do both of those to each level by using the poltergeist power on them. Use it on the track and immediately turn it off and move to the next section and use it again. Once each section of the track is moved or bent, float back up to the top and there will be a ghost drilling a wall. Use the possess ability you have and take over his body. Drill the wall and a cart will appear below you. Watch it as it zip along the track and if you did everything correctly, it will crash into the water below. Return control to Lazarus and make you way into that room. Kill the ghost in the water and then climb down and hop on the cart. Clamber up to the ledge and follow the tunnel to the gate at the end. Enter the room and hop on the lift for a ride up.
When you get off, save at the checkpoint and then enter the rusty colored doorway. Crouch down and slowly make your way through the steam and gears. The steam will hurt so make sure you time your moves properly. When you reach the doorway at the other side, climb up the ladder and you will enter a room with three guards. Two will be on either side of the room sniping and the third will be on the ground walking. Take them all out and then head for the left corner of the room beside the ladder and clamber up the ledge. Walk along and around the corner and there will be a light spinning. Press it to open the door below you. Hop down and head through and continue around the corner until you reach the next checkpoint.
Save there and enter the hallway and the first door on its left. Kill the guards in here and the doctor at the far end. Head back out of the room and go through the door that opens across from the stairs. You can head up the stairs to get health and ammo if you choose. When you are outside, head across the courtyard to the wooden doors and enter them. Make a right as you enter and follow the hallway here to the visitor’s room. Save as you pass and you will enter a room with a glass wall and three telephones. Pick up each phone as it rings and after the third there will be a short scene. Head back out into the main lobby and head up the stairs to the large door that opened. When you enter, there will be a portal there and a postcard on the desk. Read it and then summon Astral.
Have her float down the hole in the floor and then into the control room where the guard is. Possess him and then flip the switch to open the door there. Release him and float through the open door and make a left. Float up through the opening in the ceiling and down through the next hole. Follow the room out into the hallway and follow the hallway to the end. There will be another hole in the ceiling you can fly up through and down again to enter a room with a revenant. Possess his body and then smash the wall that is weak. After you smash that wall, smash the next one that is directly to your left and then enter the hall. Make your way to the right a few steps and there will be one more weal wall there to smash. Enter the room and you will be in the visitor’s area where the phones were. Smash through the glass and give control back to Lazarus.
Make your way back down the stairs in back along the hallway to the visitor’s area. Kill the revenant that is there now and then grab the rose. Head through the hall to the right and enter the hole in the wall. Grab the goods in here and in the cell on the right and make your way to the door at the far end. Enter the hallway and make a left to the room on the right. Enter it and flip the switch on the wall to open the next door. It will open up and lead you to the cell block. Run forward and save at the checkpoint. On the right will be two revenants in cells that you can just run past to the next room. Enter it and grab the two letters from the first two cells. After reading about Frank place the rose in the vase in the second cell. Walk up the stairs that appear and enter the gruesome bedroom.
Grab the photo off the bed and you will be back in the cell. Take the photo tot eh first cell you grabbed the note in and hang it on the wall. Walk up the stairs again and enter the little girl’s room. Talk to her and then enter the cell with the rose on the bed. Walk up the stairs again and enter her room again to find a teddy on the floor in front of her bed. Grab it and you will be back in the cell. Head back out to the cell with the photo and head up the stairs again. Getting dizzy yet? Enter the girls room again and give her the bear and she will give you a bride for the doll house. When you are back in the cell, head to the cell with the doll house and save the game there. Now a long scene will play and you will finally meet the professor, unfortunately, he is also a part of the battle.
As Frank appears, you need to fire on him and keep him from attacking the professor, if the prof. dies then the game is over. Use the shotgun to nail him in the head a few times and that will make him dematerialize and leave the room. Follow the professor out into the cell block and as Frank passes through the wires, he will unlock the cells of the revenants. Keep them away from the professor and make sure he stays alive. Use the grenade launcher on them as they group together and then grenade them one by one to finish them off. Continue to follow the professor around and down into the basement. When you enter it, there will be three machines in the center of the room. Each of these will have a control panel on the right sided that you need to destroy before you can hurt Frank.
Frank will stay away from the prof for this part of the battle so just keep an eye on your self. Destroy all three panels with the glock and then use the shotgun up close and personal on Frank as he tried to attack. If you have no shells left, the Spirit lasso also sucks his life down very quickly. Once he is down, the mission is over and the next scene plays.
Prison Scrap yard
After the scene with the professor is over, follow the path around until you come to a truck with its lights on. When you reach it, there will be two poltergeists in the area that are tossing car parts at you. Toss a smoke grenade at them to reveal there positions as they lift the parts and them capture them. When you have both captured, hop through the open door of the yellow room. Follow the path around to the next area where there will be a large yellow gate. If you try to operate it, it will say you need piston. Look up to the left of the yellow gate and there will be a water tank and a flashing object floating around. The object will be the piston. You can either shoot the red tap to have the water shoot out so you can see the ghost there or you can just toss your grenade under the floating piston and make him visible that way.
After you take him down, use the piston on the machinery next to the gate and press the button to the right there to open the gate. Go through and follow the path through the next few open gates until you reach the save point. Save and as you move to the middle a scene will play. After it is over, walk forward to the cars that moved and put on the binoculars to see the ghost to the left. Take him down and the passage will be cleared. Continue along to the next area and you will run into “maximus heapus of junkus”.
When the battle begins you will need to find the poltergeists that are controlling the scrap pile. The first one will be in between his legs. Use the binoculars and toss the grenade at him. Capture him and the machine will collapse and join up again with the poltergeist on his left shoulder. Again take it down and the last one will be on his back. Sneak around behind him by running through his legs and take it down. Once all three are caught, follow the professor on his long jog. When you reach a ruined house, the giant scrap pile will appear again. When the blue light from the goggles hits the machine, the ghost on his shoulder will be visible. Capture it again like you did previously and the mission will end.
Military Base
After the opening scene, there will be two death angels to deal with in the main room. Take them down and follow the professor out into the hallway. Head to the left and take down the next ghost there. When you reach the check point, save and go through the large doors to enter an elevator. Ride it down and you will enter another large room with two more Death Angels inside. Kill them and head to the right to the next elevator. Enter and ride it down again. Follow the professor out to the open area and there will be some enemies down here. There are pretty wimpy and can be taken out with the lasso very quickly. When they are all dead in the first room, enter the next that has barrels and crates in it. Walk to the left and climb up the ramp and hop up the boxes and barrels.
From there, clamber up to the ledge behind you and shimmy to the right. Climb up the catwalk and run through the doorway. Monkey bar across to the other side and follow the catwalk around to the small room. Kill the ghost inside and make a right. Flip the switch on the wall there and a Revenant will come out of a door that opens. Kill it and then clamber down to the floor. Walk up the ramp there and grab the ammo. When you have all the goods, make your way back to the professor and he’ll open a door. Slide down the ladder and save at the checkpoint.
Follow the prof down the hallway and into the lab. Kill the three ghosts that appear in there and then press the switch on the lift to go down. When you reach the bottom, turn around and there will be four Revenants to kill. Do so and then enter the door on the left at the end of the corridor. Make a right and continue to follow the professor. Enter his lab and a scene will play telling you about Hawksmoor and Astral. Afterwards, leave and follow the prof down the hall again. It’s a long jog from here but follow him through the corridors and down the ramp to the large room with the castle in the center. Continue past that, saving as you go and you’ll come to a lift. Press the switch to go down and a scene will play as you run down the hall.