

Given energy, a chandelier that might simply wobble can actually drop, or flick its lights on and off. Spirit energy opens up more haunting options. The more the ghost haunts, the more “spirit energy” builds up in a level. Players possess items and perform one of several actions that hopefully send nearby humans running for the hills. Each area is stuffed with movable, breakable items that are a poltergeist's dream. They include a museum, a hospital, a theater, and a cruise ship. Haunt the House: Terrortown features four locales that need to be purged of humans. An irritated ghost might not stop at shaking a few curtains. Thus, Terrortown presents us with an uneasy scenario: when we make noise around a ghost, we do so at our own peril.

They want to marinate in their misery and loneliness, but it's hard to brood when us humans are constantly yelling and partying. Haunt the House: Terrortown by SFB Games has an answer. What, then, could the little spirits want? Why are they always up and around with the moaning and the chain-rattling? Technically, no place on Earth is barred off to them. They have no need for material possessions. Having trouble getting those pesky humans to vacate the premises? Check out our Haunt the House: Terrortown beginner's guide!
