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Haunting Grounds Walkthrough
A little help with Capcom's spooky horror survival game.
Date: Thursday, June 30, 2005
Author: Jeff 'Judasen' McAllister

Chapter One:

Once you are in control of Fiona, make your way to the bottom of the screen and continue all the way forward until you see the set of stairs on the left. Climb up them all the way to the top and enter the door there. As you enter the bedroom, walk up the stairs towards the bed and a scene will play with the housekeeper. Now that you have some clothes, so put them on. Now you will have a few new actions to use. You can kick, throw, crouch, back step and push objects. Head over to the grand father clock near the stairs and save your game there. Next make your way through the door beside the bed and you will come out to a hallway. You can either go down the stairs to a locked door and a closet, or go to the far end of the hall to the door there. Go to the far end of the hall and you will come outside. Follow the walkway there and take a look at the blood smeared on the pillar. After her little panic attack, continue down the corridor and there will be a door on the right that will be locked.



Ignore it for now and keep going down the corridor towards the left. As you get halfway down the hall, enter the door on the right to enter a study. Grab the Lavender off the desk and read the blackboard to learn about the Luminessants. Head back out of the room and continue down the hall and a scene will play and introduce you to Debalitas. After you get back to your feet, run back down the hall and make your way back to the bedroom suite where you go your clothes. When you enter the room, you will close the door and you will be told about evasion points. After the tutorial, walk over to the bed and hide under it. After Debilitas has left the room, climb back out and make your way back to where he started chasing you. Grab his dolly off the ground and make a right around the corner and head to the room at the far end on the left.



Enter it and there will be a typewriter of sorts in the corner. Use it and create two plates, one with EMETH on it and one with REST on it. This will just save some back tracking in a bit. Head back out of the room and down the hall and make your way to the door that is blocked by a crate. Push the crate out of the way and enter the door. Close the door behind you and read the parchment on the table. When you do, you?l see the big fellow to the left is named EMETH. Use the plate on him and he will move out of the way. Head through the door and you will come outside. Since the stairs are a little out of order, use the ladder and climb down to the lower level. Explore the area and you will see to the right that there is a closed up well as well as a park bench facing a wall. The bench can be used to hide under when you get chased by the big lug out here. For now, smash the red jars and check out the two doors here. The far right on will be locked, but the left will be open.

Go through and follow the corridor along and down the stairs. At the bottom of the stairs will be a set of barrels that you can use to hide behind if needed. Go through the door across from them and you will enter a music room. Go to grab the key off the desk and a short disturbing scene will play. After the scene is over grab the key off the table and the chamomile and head back out of the room and back through the corridor to the area where the well was. Use the garden key on the locked door there and a scene will play showing you a luminessant. Enter the door and close it behind you and you will be in another corridor with an alcove and a chair. Take a few steps down the hallway and save at the large clock there. When you passed the chair in the hallway, there was another alcove across from it without a chair. If you step inside it, there will be a plate on the floor that presses down. Don? worry about it for now.



Continue down the hall and there will be a door on the right. Try to open it and it will be locked. The misleading door says if you had a hook you might be able to open it, but if you look at the picture on the door, it? not a hook. Never mind this for now and continue all the way to the end of the hall past the door on the left. Look at the cracked wall and it will tell you it is weak. Give it a few swift kicks and some bugs will rush out to say hi. Grab the goodie in the wall and make a right down the stairs. Grab the broken plate key off the ground and use the REST plate key on the box on the right and then go through the door. When you enter the washroom, use the sink and it will be a recovery point. You can use this to recover your stamina when you get beat tired from running from enemies. Wander around the bathroom and pick up the goodies in here and you can use the shower as a hiding spot as well as the closet at the other end of the room. Head back out of the washroom and head up the stairs.



Now you can enter the door to the left and enter the kitchen. As you enter, look to the corner to the left of you and there will be a staircase there around the corner. Ignore it for now and grab the chicken Jerky from the counter and head through the next door. As you enter the dining room, make your way to the far end of the table and grab the second half of the broken plate key. Ye, if you put the two together it says REST but you were smart enough to have one of those already. Head through the next door at the opposite end of the hall and you will unlock it. Go through and you will be at the bottom of the staircase where you were earlier with the locked door and the closet. For now, head back into the kitchen and go down the set of stairs that are around the corner. Kick the boards that are blocking the doorway and continue down. When you reach the room at the bottom, grab the map off the table and the jerk chicken from the vase in the corner. You can also use the table to hide under as well.



Head back up the stairs, and as you enter the kitchen another scene will play with Fiona? bouncing boobs and Debalitas and a new fellow named Riccardo. Once the long scene is over, you find yourself back in your room. Head out the stairs and make your way down to the ground and to the large tree where the dog is tied up. Free it and after the scene and head back up the stairs. As you head up the first set, you will be shown that the gate to the left is open. Ignore it for now and head back up to your bed room. When you enter, another scene will play with your buddy. After it is over, you will be told how to control Hewie. Now you can head back out through the door and go down the stairs to the open gate that you were shown earlier. As you follow the walkway, there will be a pile of rocks with something on top of it. Order Hewie to search around and he will run up and get it. Now you have a puppet on you. Continue along the walkway and you will come to a bridge. Cross it and grab the medallion on the left side. If you continue across you will come to a large locked door.

Head back across the bridge and through the open gate and down the stairs. Head to the far left of the area here and you will come to the locked gate door that has a box on the other side. Send Hewie through the hole beside the door and he will push the box out of the way to allow you to enter. Do so and you will come into a large room with a ramp in the center. Grab the ball from the top of it and you can use it to play with Hewie. Equip it and throw it and have him chase it. When he gets it, praise him and when he doesn?, scold him. There is also a hidden Medallion in the dummy to the right that will fall out if Hewie attacks it as well as one hidden in the dirt near the large door at the top of the screen that Hewie can find if he searches. Head back out of the area when you have had your fun and head back up the stairs to your room. Go through the door at the top of the stairs and we are going to head to the room that was lock and needed a ?ook?



You can either go down the stairs and pass through the dining room and kitchen, but make a left and go through the door there for a more interesting route. Make your way to the left after you head through the door and follow the passage all the way to the end and enter the room where the golem is. Go through the next door and you will be outside where the ladder and broken staircase is. Walk over to the ladder so that you can see the sparkling from the object across from you and then order Hewie to fetch. If he doesn? at first, scold him and tell him to do it again. When he does, he?l jump and grab the medallion and then jump to the ground. Slide down the ladder and enter the door there to enter the passage with the locked ?ook?door. Save at the clock if you choose and walk back to the alcove across from the door you just came through. He is where the floor plate is that moves when you step on it. You need to have Hewie step on it and then make him sit and stay on it. If he moves, you?l be toast when you enter the room.



Have Hewie stay on the plate and then enter the room and run straight through the open gate that is across from the door. If Hewie stays on the plate, the gate will be open. Flip the breaker switch on the wall and the trap in the room will be disabled. If you don? flip the switch and you step on the red carpet, you will die. Once you have Hewie and the trap fixed, go through the door on the left and head down the stairs. As you walk through the room here, one of the phones on the table will start to ring. Watch the scene and when it is over, good old Debalitas will be after you again. Run out of the room and get some distance between the two of you and then run back in and hide under the sofa. When he takes off, head back through the door into the large lobby and you can open the door at the bottom of the stairs which will take you out to the bridge you were on earlier. Don? go through, but head up the stairs and go through the door at the top of the stairs. Follow the walkway to the right and enter the hallway with the swinging doll in it. Go through the door there and you will enter the nursery.



Check it out and there is a closet you can use to hide in. There is also a red box in the corner that is locked up tight. Head through the next door and you will come out to an area with sculptures to the left. Check it out if you like and then head for the hole in the wall in the corner. Climb through and you will enter a little sanctuary that you can hide in. Read the poster and it will tell you about the machine in here that you can use medallions on to create useful items for you. Head back out when you are ready, and make your way to the left towards the stairs. Go through the door there and you will come outside. Make your way over to the shiny object on the ground and a scene will play. Once you get up, head up the right side of the area and go through the open gate. Climb up the ladder there and the next and give the machinery there a swift kick or two to get it to lower the bridge. Debalitas will be after you again, so drop down the ladders and head back to where you fell and go through the door on the far right, where there are four doors lined up, under the ledge where you fell.

Run through the door directly across from the one you go through and you will be back in the museum room but on the lower level. Head through the door near the bottom of the steps and you can save you game at the clock in here as well as hide under the bed. Turn on the TV for a scare if you like and then head back out of the room and out the door you came through to get back out to the pool room and back out to the stone area. This time head up the left side of the passage with Hewie in tow. Head through the gate and up and over the ramp in the next area. You will pass a hole in the wall on the let but ignore it for now. Continue to the next area and there will be a fence with a hole in it that surrounds a flower. Have Hewie fetch the flower and then walk over and pull the lever to open the gate. You can ignore the rest for now unless you are being chased, otherwise there is a bench around the corner on the left you can use to hide under. Head back to the hole in the wall and have Hewie enter it and make him stay.



Head back to the stone area with the four doors and enter the first one. Use the flowers don the vase beside the door you enter and it will clear the next door to allow you to enter the laundry room. Grab the medallion from the sink and then climb down the ladder. You can also use the crate to block the door so that Debalitas won? be able to get you. Once you are at the bottom of the ladder, Hewie will be on the other side of the fence. Order him to fetch the shiny object in front of him and he will pick up the Study key for you. Head back up the ladder and back out to the stone area. Enter the pool room and go through the door and head up the stairs to the museum. Make your way back to the door htat leads to the nursery and go through and down the hall. Now you need to make your way all the way back to the study that was in the hall just before you first met Debalitas. Head to the bedroom you got your clothes from and exit through the door beside the bed.



Go through the door at the top of the screen and continue along to the left until you finally come to the door on the right down the corridor. Go through and enter the study and walk to the desk on the far side of the room. Use the key on the desk and you will get a refracted mirror piece. Now that you have that, you need to make your way all the way back to the museum by back tracking through the nursery and go through the door at the top of the stairs to come back out where you fell earlier. Head up the ladder on the far left and cross the bridge to enter another wooden room. As you make your way down the stairs, you?l see some blocks around the room. You need to move the blocks back in to their position with the blocks of the same color. You?l need to first move the green block to its position and then move one red block to the far side of where it? supposed to be while leaving the other red block by itself in the middle of the floor. You need to use the two open spaces of the red blocks to maneuver around the grey block so that it can be pushed into its position on the far side of the room.

Since you can? pull the blocks, you need to make sure you have room behind the blocks to get in and push. Once all the blocks are in position, the center of the room will drop and real a staircase. Climb down and place the mirror piece in the mirror that is missing its lens. Turn each mirror until it glimmers and makes a clicking noise. Open the door between the mirrors and you will come out to the area where you where earlier. The ramp that lead up the left side of the stone area where you fell and where Hewie grabbed the flowers for you. Head up the ramp and this time when you go through the red lit corridor, step in the alcove to the right with the holes in the wall and examine them. Watch the scene and then head back into the corridor and make a right. Follow the corridor out to the area with the open gate and continue to run to the left until you reach the ladder on the side of the wall. Climb up it and the next one and go through the door at the top.



Now you will enter a room that has a piano and another swivel mirror in it. Turn the mirror so that it clicks and watch the scene as it plays. The door at the bottom of the spiral staircase will now open and you will be able to enter. Head back down the stairs and though the corridor and enter the door on the right to re-enter the spiral staircase room. Go through the newly opened door and save at the clock there. Continue to follow the stairs down and around and as you come to the next door, read the plaque on the wall to the right. It says you need a guide to get through the darkness. Open the door and take a few steps in and then send Hewie on patrol. Stay very close to him as he runs around the room since there is a hidden path here. If you make a wrong step, you go bye bye. If Hewie starts to take off and run, watch where he ran and follow the exact same path. As you reach the other side, go through the door there and you will enter a church. Walk to the far end and examine the statue there and grab the Saturnus Key from it.



As you make your way back to the center of the church, a scene will play and Debalitas will enter again. Now it? time for the final showdown with him. On each side of the church near the entrance are pulleys that are holding up the chandelier high above. You need to break one of those pulleys so that the light will come crashing down. There are two ways you can do it. One way is to kick them several times and the other is to have Debalitas charge at you and crash into them as you move out of the way at the last minute. I found it easier to have Debalitas crash into them and them give them a kick to finish them off. Once they are destroyed enough, the scene will play and Debalitas will leave you alone for good.

Chapter 2:

Now that you are free of Debalitas chasing you, head back out, across the darkened room and through the door between the mirrors in the spiral staircase room. Head across the ramp and go through the red lit corridor and make a left and continue going left until you come to Debalitas? cabin. Enter it and you will find him in the back of the hut. Talk to him and a scene will play where he gives you a smudged key. If you look at it, it says that it could use a good cleaning, so let? head to the restroom and give it a try. Go through the open gate near the fenced flower area and head up the stairs at the far end. Head past the well and enter the door where you used the garden key earlier. Follow the corridor to the end and enter the rest room. Use the sink to restore your stamina and then head to the far end of the restroom and use the smudged key on the locked stall door. Go through and follow the stairs down to find a table and a pair of metal boots on it. Yippie.



Now head back up and out of the restroom and you will need to make your way all the way back to the spiral staircase room once again. When you finally reach it, head up the spiral stairs and up the wooden stairs and go to the door that was locked. Use the Saturnus Key on it and a scene will play. After this long scene and when you have left the dining room, walk the sick Fiona up the stairs and into her bedroom on the left. Walk to the bed and rest in it. After the next long scene, Daniela will be the new Debalitas and she will be chasing you. Now you need to head back to the spiral staircase room and go for the door you were trying to open earlier with the Saturnus Key. You will see Daniela at the bottom of the wooden stairs, but she will be turned around, so run past her and use the key on the door and go through. As you run forward, Daniela will appear behind you and start after you.



Run to the next door and go through to come to one huge staircase. Start your way up it ad another scene will play. Daniela doesn? seem to like to look at herself much. Continue to the top and through the next door and take the spiral stairs down to a water filled room. Go through the door after the scene and continue forward. You will come to another hole in the wall as well as a room on the right which has a clock and a lamp in the center of it. There will also be a red door that has a wall blocking it when you open it. You will be able to go through later on, but for now ignore it. Exit the room and across the hall will be another door that leads to a balcony. Ignore it for now and continue down the hall until you come to a cloth covered mirror. Slide the cloth over incase Daniela decides to show up and make a left around the corner and enter the room with many plants. As you enter, a luminessant will start to chase you.

Lure it back to the room with the clock and the lamp and have it slam into the lamp to ignite it. If the luminessant goes out or hits you, head back to the leafy room to get another to follow. Once the lamp is lit, a scene will play and will show a passage opening. Head back out of the room and back to the leafy room and follow the catwalk all the way around to the next door. Go through and follow the hallway past the couches, past the woman sitting there (?!?) and into the passage that was revealed to you on the left. Head down the stairs and enter the door way there. Hewie will start howling now since Daniela is on the other side of the fence doing something or other. Head into the door on the left and it will be another restroom along with a plate pressing machine. To save yourself some time and agony, do yourself a favour and print up three plates here. One called salt, one called sulfur and one mercury.



Look at the picture near the far corner and it will have a few elements listed which will match another image you will find in a little bit. Leave here for now and run through the door directly across from the washroom and continue through the red lit hallway passing the door on the left. Save at the clock in the next room and grab the map from the table. The door in the corner of the room will be locked, so head back to the red lit hallway and make a left to the blue door. Go through and you will enter a merry go round room. No Idea. Take the next door on the right side and you will enter the next area where a luminessant will start to follow you. Immediately run down the small set of stairs to the left and make another left (fiona? right coming down the stairs) to the door at the end of the hall. Go through the wooden door there with the luminessant still following you and lure it over to the silver lamp on the left side of the room. Once it hits the lamp, the door under it will open and you can grab the film reel.



Next make your way over to the serpent statue and grab the note form the right ones mouth. After you have read it, place the mercury plate in the right head, the salt in the left and the sulfur in the right again and a scene will play showing Hewie the wonder mutt toss it in the final mouth. After the scene, climb on up the frozen bean stalk to the next level. Enter the door there and you will come to a library. Walk to the far side and you will see a rusty ladder with a sparkly on top of it. Kick the ladder three times and you will get the Jupiter key from the top of it. Once you have it, go through the next door beside the ladder and run across the wooden walkway, gander at the giant head on the wall when you enter the next door. Go through the door at the end of the walkway and you will be back where you started from earlier. Now you need to make your way back through the leafy room, through the secret passage that opened the stairs, through the merry go round room and back to the spot where the luminessant chased you.



This time instead of going left, head straight down the stairs and read the plaque there. Make sense? Not yet. Go to the left and open the door there with the Jupiter key. If you were being chased by Daniela when you entered, guess what?there she is again taking care of the stove. Examine everything in the room except for Daniela. For a laugh be sure to check out the closet. Once you have examined everything in here, head back out and go to the far end of the hallway down the next set of stairs. Enter the room and you will see that everything is the same as the other room but backwards. Now you can examine the objects again, but this time are given the chance to examine them more closely. If you examine one on the objects more closely that is not right, you?l die. Simple enough. Examine the chess board, wax dudes and the hourglass and each time there will be a rumbling that will open up closed off doors around the mansion. Also don? open the wardrobe since that? where Daniela is hiding.

Exit the room and head up the stairs and back into the merry go round room. Go through the door on the right, yes the right, and you will enter a new room. Head down the stairs and there will be a body in a chair with a key around his neck. If you try to take it, it won? allow you to. Now time to do some puzzle solving. Look at the tiles on the ground and they will be different colors. To put out the flames on the statue behind the tiles, they need to be pressed in a certain order. The yellow and red need to be pressed simultaneously as well as, red and blue, green and yellow and green and blue. Once the four flames are out you can take the key from the body. Head back up the stairs and out of the room and make your way to the left to the room with the three headed dragon statue. You can use the Venus key on the door there but ignore it for now and climb up the ice pillar. Go through the library and past the mammoth that keeps his eye on you and you will come back out to the hallway that leads to the room on the right with the clock, lamp and red door.



Go through the red door and there will be two ways to go. To the right will be a door at the end of the hallway which will lead to a room with a statue and an item in it? mouth. Grab it and then to the other end of the hallway. Go through the door there and you will ocme out at the couches with the woman sitting on it. Head down the stairs, past the fence into the red hallway and go through the door on the left to get into the blood stained merry go round. Go through the next door and you will be in the fenced area with Daniella. Go talk to her this time and she will give you some Hebel? perfume. Take off from there and make your way back through the merry go round, back up the stairs and back through the red door in the hallway with the couches. Follow the hallway to the left and go through the room with the clock and lamp and make a right, around the corner and through the mammoth room and the wooden walkway and into the library. Slide down the ice pillar and enter the venus door on the far side.



Use the hebel perfume on Hewie and he will run over to a patch of flowers. These are the ones that you need to pick. Do so and quickly hide on the far right corner of the room because Daniela will be entering. After she leaves, head back out and out the door in the dragon room and make a left to the door at the end of the hall. Head across the wooden walkway and follow the door way out to the graveyard. Make your way to the far nd where there is a crypt. Go to the opening and a scene will play. Give the fellow there the flower and then enter the crypt. When you enter, there will be a plate machine and a golem. Also there will be a tunnel that branches off in different direction. Stamp a plate with the letters RRLRR and this will take the golem to a library area. Stamp a plate with RRL and this will take a golem to a garden area that you will need to proceed. When the golems have opened the two entries, make your way RRLRR and enter the walkway with fishes.



Continue up the stairs and you will enter the mansion library. Save at the clock and now you will need to find three books and place them on the correct bookshelf to move each on to form a path. The first two books are easy to spot on the floor and on the table. The third is at the back of the room under a book cart. Push it aside to find it. Put each book on each shelf according by author and the shelves will move. Be sure to try both sides of the shelves. Once the three have moved, climb up the ladder and go through the door to find a movie projector. Watch the movie and take notice of the symbols on the blocks as it closes in. Half, full, and right halved. After the scene, Daniela shows up again as crazy as ever so get your ass out of there and back down the ladder and back to the crypt. When you are back at the golem, head back into the tunnel and make your way RRL. Follow the stairs up and go through the door at the top. When you enter the hallway, go to the left all the way and enter the door there.

Enter the room with a table in the center and there will be a sink in the far corner to use. Head back out and make a right down the hallway there and you will enter a room with a large contraption called the Synthesizer. Continue around the hall past the cells and save at the clock. Continue to the next door and there will be a machine that you saw in the film. Turn the blocks so that they are in the right order (half, full, right in half) and then go through the door. Head up the stairs since the door below is locked and follow the stairs up until you run into a room with a statue at the far end carrying a crossbow. Just like the darkness room, send Hewie forward to find the safe path and follow him across.



If you make the wrong step three times, you get skewered. Once you pass the statue, there is a button on its back you can press to deactivate it for good. Continue through the next door and follow the corridor into the upper level of the library. Head down the rght side of it and there will be a clock there to save at. Do so and enter the next door and take the stairs until you run into Daniela once again. Now it? time for the show down with her. There are four blocks in the room that have path laid out in front of them. You need ot push each block to the end of its path to light up the circle in the center. Once they are all lit up, have Daniela walk on the circle and that? that. This fight really isn? hard. Have Hewie take rests as you run from her and then as soon as you command him to attack head for a block and push it into position.

Chapter 3:

Once the scene with Daniela is over, grab the Mars key that she drops and head back out of the room. Head through the library and the crossbow statue room and head down the well to the door at the bottom. Use the Mars Key to go through and enter the next hallway. When you reach the end, there will be a little munchkin creature that will hump your leg. Give it a few kicks and it will fall over dead. Continue along the hallway and you will run into a pastey white fellow that sits there and mutters. Ignore him and head to the left towards the door there. Before you enter, head up the stairs there and head for the broken door at the end of the hall. Give it a kick and enter the room there. Check out the decomposer and read the note on the desk to the right. Seems Hewie was up to something. Head out of the room and have Hewie search he hallway. He will find the Prima Magnesia, a super strong magnesia bomb like the previous ones. Head back down the stairs and head for the door at the end of the hall and enter to start a scene. Now you will run into Riccardo again.



After the scene is over, have hewie attack him and run through the door you just came through and lead him back to the room where you read the note. Lure him over the square marked out on the floor and he will fall through. When he? gone, lead Hewie to the fireplace and tell him to enter the hole there. Tell him to stay when he goes in and then run your way out of the room and back down the stairs and head left. Go through the room with the green tube and out to the walkway on the other side. Follow the hallway to the stairs on the left and head up and through the door there. Run to the door at the end of the corridor and look inside to see Hewie. Tell him to come and he will open the door for you. When you enter, check out the room and you will see the third of the machines throughout the castle. This one being the purifier. Grab the medallion from the table and then head out through the next door. Save at the clock and grab the chamomile from the table.



Go through the door there and continue through the corridor to the next. Now you will be in a red lit hallway full of doors. Go through and have hewie attack the little buggers that are there. Make your way to the far end and head through the door on the right. You will now enter the garden that was on the other side of the gate in the graveyard. Have Hewie search here and he will dig up the ?rima maternia?that is need for the machines. Now guess what we need to do. That? right, go find those infernal machines. First up is the Extractor. Remember where it was? No well it was back at the room where Riccardo went crazy on you. When you first were back in control in the room behind the room with the green tube, the Extractor machine is in the room there. Use the Prima Materia on it and you will receive the Sulphuric Ore. Next stop is the Purifier where you had Hewie open the door for you. When you reach it, use the Sulphuric Ore on the machine and you will receive the Silver ore.

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