Game:       Hammerin' Harry - Ghost Building Company
System:     Gameboy
Genre:      Action
Author:     Seraph 0
Real Name:  Andrew Almeida
E-Mail:     [email protected]
Date:       April 24, 2004
           August 29, 2004

-----------------
Table of Contents
-----------------

1. Introduction
2. Story
3. Controls/Tips
4. Items
5. Enemies
6. Bosses
7. Walkthrough
8. Review
9. Copyright

---------------
1. Introduction
---------------

Hammerin Harry was a favorite of mine. I remember going to a little strip mall
near my elementary school and playing the arcade game. This is not a port of
the arcade version, but a complete new game with the same style of the arcade.

--------
2. Story
--------

Harry and his spouse were walking down the street, while all of a sudden,
ghosts start to appear and the city gets demolished. A dark city, with a
haunted mansion in the middle, rises from the rumble and four ghost fuse to
become a large ghost and kidnaps Harry's spouse. You must save your spouse and
stop the evil Ghost Building Company.

----------------
3. Controls/Tips
----------------

On Foot

D-Pad    - Move Harry
Select   - /
Start    - Pause
B Button - Attack
A Button - Jump

In the Air

D-Pad    - Move Plane/Harry
Select   - /
Start    - Pause
B Button - Fire Missile
A Button - /

- Hold Down on the D-Pad to crouch.
- Hold Up on the D-Pad to protect your head, with your Hammer.
- You can also attack enemies while holding your Hammer over your head by
 tapping the attack button.
- To climb ladders, just press Up and Down on the D-Pad.
- Hold Down and press the B Button to send a shockwave to temporary stun your
 foes.
- Jump and just as you're about to land, press Down and Attack to send a super.
 shockwave to not only stun your foes, but also hurts any foe that is close
 to you.
- When you get a stronger Hammer, you only need to press Down and B to send a
 super shockwave.
- To swim up, continually press the A Button.
- To use a teleporter, just press Up.

--------
4. Items
--------

Here is the list of items that will help you through the game.

Hard Hat - A hat worn by construction workers. This hat will protect you from
          one hit.

Iron Mace - This weapon is a large iron sphere, with spikes that surround it.
           The Iron Mace is 2x stronger then the regular Hammer and is about
           as big as you. If you get hit once while holding the Iron Mace, you
           loose it. You can also send super shockwaves just by holding Down
           and pressing The B Button. Also, because of its size, you can hit
           enemies that are close behind you.

Mini Harry - A small little figurine of Harry. Gives you an extra life

Rice Ball - A triangle with a small black square at the base. This will restore
           one hammer of Health.

----------
5. Enemies
----------

Here is the list of the creatures that you will come cross.

Maniac - The Maniac is your first and basic enemy. Wearing a mask, like Jason
        from Friday the 13th , and armed with a handsaw, this foe walks in
        one direction until it is off the screen. One blow from you Hammer
        will take it out.

Spikelet - This large, animated nail, spins out of the ground and possessions
          itself at your elevation level. Then, after about a second, flies
          straight at you. One hit will finish it.

Drone - This dead construction worker has the ability to fire a large, skeletal
       fist, straight across the screen. You will know when it does this when
       it crouches and a large fist appears. Then you will have about a two
       second delay before it fires it. When you get to close to it, it starts
       to jump back and when it goes past the screen, it will randomly drop
       from the top of the screen. The best strategy is to get close when it
       is about to fire his fist and hit it before it gets a chance to fire.
       If it fires before you get close enough, then just hit the fist with
       your Hammer. It takes four hits to kill.

Ghost - A cloaked figure with only it' eyes visible. Like the Maniac, it will
       continue walking in one direction until killed or is off the screen.

Will-O-Wisp - This small spirit starts out as a whirling fireball above your
             head and follows you. The it forms into a larger fireball with a
             goofy face and chases you. Hit it once and it will split into two
             small spirits. Finish them off with one hit.

SCUD - These strange, flying mechanical creatures, have a chainsaw and what I
      belief is a shield. SCUDs movements change after every wave. One hit
      will take care of them.

Flying Fish - This strange looking plane, has a large fish head with two wings,
             {dorsal fins}, positioned vertically on the plane. They can fire
             four large missiles from there wings, but only fires them one at
             a time, {starting from the top}, and has only four missiles to
             fire. After using up its ammo, it will fly slowly towards you.
             You have to hit it in the head 18x, before it passes you. Note,
             it does not kill you, only hurt you. Also, you can't hit the
             large missiles it fires.

Eeliod - A humanoid eel. It has a huge head, small arms, and a eel tail. This
        aquatic creature starts off slow moving, then when it gets close to
        you, {regardless if you are in front of it}, it will thrust forward.
        It easier just to stay at the bottom of the ocean floor then to go
        after them. One hit will kill them.

Anemone - This large, sea flower-like creature inflates itself, then expels
         three spiked orbs. One of the orbs fly up, the others curves on both
         sides and fall down. You can rather hit it 3x, or just swim over them
         when they expelled their projectiles.

Mutant - A disfigured, humanoid creature with a large head. They act like
        Maniacs. The only difference is that they occasionally drop from the
        top of the screen.

Morlock - Morlocks have two differences then regular Mutants: one is that they
         have Frankenstein's Monster like hair, and have the ability to fire
         large eyeballs. They are like Drones, even their pause to attack.
         Attack them as you would a Drone.

Beta - An odd looking robot. Has treads for mobility, a flipped bowl-like body,
      and a humanoid head that keeps shaking. This is like any of the basic
      enemies of the game.

Pest - Starts out like a Will-O-Wisp. It begins like a whirling fireball, but
      instead of staying just above you, it swirls around you. Then, after a
      small amount of time or you hit it, it becomes a small child wearing a
      cape and what looks like pajamas. This is the time it attacks as well as
      the only time you can hurt it. It's attack is a scream which spits out a
      large black sphere. Hit them once when they appear and they are
      finished.

Electroplasm - Electroplasms pop out of the ground as organic looking blob,
              with electricity shooting out. Then they form into a ghost and
              fly straight at you. They are just like Spikelets, so hit them
              once.

Chainblades - More of a trap then enemy. These objects are attached to a wire
             and suspended by a chain. The gyro stays inactive until you jump
             onto the wire. Then it will come towards you. Hit it 5x to knock
             it off.

Bushbaby - These creatures are hard to describe. I don't even know if they are
          walking bushes or walking fire. Anyways, they are you basic enemy,
          they move left or right without any change in direction.

Rock - These are just like Spikelets only they are stones.

Shroud - Humanoids covered with a sheet of some sort. They are like Ghost
        Builders & Morlocks, only they throw stones.

Rook - These creatures look like the chess pieces, but they move on four legs.
      They are like any other basic enemy, they move in one direction until
      they are off the screen.

Wall Hugger - These strange beasts are large heads with four legs. They walk
             against the background and are indestructible. The only thing you
             can do is stun him with your Hammer. But if you do stun him, you
             will have to move quickly, before it starts a rampage across the
             screen.

---------
6. Bosses
---------

Here is the list of bosses, straight from the walkthrough.

Spike

This must be the king of the Spikelets. Having a humanoid body, it wears a
t-shirt and the sharp end of the nail stick out of his ass. He hops about the
room, trying to stab you with its ass. If you hit it, it slams into the wall
and causes objects to fall from the top of the screen. Hold your Hammer above
your head to protect yourself from the objects. There are two ways to attack
him: either wait for it to touch the ground, or hold your Hammer above your
head and attack when it is about to fall on you. It takes ten hits to kill
Spike.

The Skull Ship

I couldn't think of a better name. Anyway, The ship has three heads and each
head has the ability to fire spiked orbs, which you can't destroy with
missiles. Each head takes twenty hit to destroy. You will notice that if you
don't keep hitting it, it gets closer and closer, but don't worry, it doesn't
get close enough to hit you. Start by moving to the very top, until you can't
go up anymore. You will notice that the top skulls orbs just grace you but
don't hurt you. So, fire at the foreheads of the skulls and you should have no
problem.

Protoplasm

This gelatin creature will right away lounge at you. Its attack is to engulf
you with its body and suffocate you. Hit it 4x and it will spilt into two
creatures. They will attack you the same way, only slower. Hit them 5x, and the
spilt into two small blobs. Now they only need you touch you to hurt you.
Finish off the blobs with two hits and you will automatically be brought into
the next level.

Sentry

This robot is attached to the right wall and moves up and down. He fires time
bombs, {just like the ones that fell from the top of the screen}, and is
impervious to your Hammer blows. So, you have to hit the bombs right back at
it. The problem is that it has paddles for arms to hit them back at you. So you
have to hit the bombs, so that they land on its head. When you get a successful
hit, {and explosion}, it will shake and fly across the screen to the other
wall. Make sure you have enough room to dodge it when it flies across he room.
Also, if it has a bomb on it's head, while it's going down from the top, the
platform will catch the bomb and Sentry will not get hurt. After you have six
successful blows, it will go crazy and begin firing many bombs. A total of
eight hits will be needed to blow this boss up.

Masked Rocketeer

The crazy humanoid has a backpack full of missiles to toss at you and the
missiles have a limited homing ability. The missiles will move forward and move
up and down, depending where you are. The missiles can't be destroyed so you
will have to avoid them. While your avoiding the missiles, try to hit him as
many times as you can. This will be a long fight because it takes about 60 hits
to kill him. Although for some reason, the second time I played and faced him,
it seemed to take a smaller amount of hits.

Kidnapper

The ghost will move all the way down and then attack any way it can. From
moving straight at you to move up and around you to attack. After you hit the
Kidnapper 5x, it will disappear into the ship.

Ghost Carrier

A huge boss, but very easy to kill. It has many little ghosts piggybacking on
it's back and launches these ghosts right at you. The good news is that you can
hit them by raising your mallet over your head and tapping the attack button.
You cannot attack the Ghost Carrier by normal means. Instead, you have to slam
the roof of the airship. This will cause the roof to break and the debris will
fly straight at the Ghost Carrier. Make sure you don't trap yourself when
you're hitting the ship. You have to hit the Ghost Carrier 6x before it's dead.

Lava Mole

At least I think it's a mole. Anyway, it has one attack and servants to help.
It's attack is a fire ball, which it's spits vertically. Like the last boss
battle, you can't attack it with your Hammer. Instead, hit the servants when
the Lava Mole pops out of the lava, and the servants will fall on to it. The
servants won't fall directly down, but with a slit curve. You have to hit it
7x, before

Epsilon, Battle 1

This mid-boss protects an entrance to a cave. It's able to fire an energy
bullet every second with deadly accuracy. It has a jump pack, which allows it
to fly. It begins by firing energy bullets right at, so you will have to run up
to it, while hitting it's bullets. Then hit it when you get close enough. This
will cause Epsilon to use its jump pack and fly in an arc over you. It will
fire a horizontal line of bullets, which will descend to the ground. Run to the
left and raise your Hammer over your head and hit any bullets that come close
to you. Now repeat the steps, until you hit it 7x. It will break apart then fly
away.

Epsilon, Battle 2

Now it fires bullets out of its head, which travel in an arc. Raise you Hammer
to protect your self, like it's rain of bullets. Other then that, it has the
same attacks and movements like before. Hit it another 7x and it will break
down, and run away again.

Epsilon, Battle 3

Now, with it's jump pack gone, it' stationary. But it fires two Iron Maces. One
bounces across the floor, while another bounces in large arcs. The arc bouncer
will be the real trouble, when jumping over the floor bouncer. Hit Epsilon 15x,
and will then try to run, but explode and leave behind its skull. After that,
you will automatically be taken into the cave.

Ghost Machine, {Kidnapper}

The kidnapper is hiding and controlling this large mechanical skull. The
kidnapper show itself every once in while, in the mouth and it's the only time
you can hurt it. The kidnapper throws small spiked orbs out of the mouth, which
you have to hit to hurt the kidnapper. Time bombs also, randomly drop from the
top of the screen, so watch yourself. My strategy is not to move from where you
start and just hold your Hammer over your head. Then wait for the spiked orbs
to fall on you then hit them. The spiked orbs go straight to the mouth of the
skull. Also, hitting any time bombs that come near you. Hit the kidnapper 9x,
{or ten, I can't remember}, and the ghost will bounce around the screen and
die. Your spouse will come out from behind the skull.

--------------
7. Walkthrough
--------------

"Attack of the Ghost Builders"

Stage 1-1

Enemies - Maniac
         Spikelet
         Drone

Begin by taking out the first Maniac running towards you. Then continue
forward, taking out Maniacs as you go until you see large pipes. When you get
closer to them, a Spikelet will fly from the ground and attack. Continue
forward, taking out any foes that are in your way and picking up and item they
drop. Sooner or later you will encounter the first Drone. If you have trouble
read my description of the Drone in my Enemies list. After killing it, walk to
the end of the screen and off in to the next part of the stage.

Stage 1-2

Enemies - Ghost
         Will-O-Wisp
         Drone

Before you begin, I will just warn you off falling candle sticks from the top
of the screen. Begin moving forward taking out Ghost on the way and watching
out for spider webs. If you get stuck in a spider web, press the D-Pad left and
right, until you are released. When you reach the end, climb the ladder up.
When you reach top, watch your right side, because a Ghost will pop out. Also,
watch out for the Will-O-Wisp, they can be bothersome. Finish off any more foes
and continue up. When you reach the top, two Drones will be waiting for you on
the right side of the screen. Finish the off and continue right. As you move
forward, Will-O-Wisps will start to bombard you, so be careful. Near the end,
Ghost will appear again and there is a candlestick ready to fall on your head.
When you're at the end of the level, two Will-O-Wisps are all that stands
between you and the boss.

Stage 1-3

You will appear in a small room and the boss will pop out of the right wall.

Spike

This must be the king of the Spikelets. Having a humanoid body, it wears a
t-shirt and the sharp end of the nail stick out of his ass. He hops about the
room, trying to stab you with its ass. If you hit it, it slams into the wall
and causes objects to fall from the top of the screen. Hold your Hammer above
your head to protect yourself from the objects. There are two ways to attack
him: either wait for it to touch the ground, or hold your Hammer above your
head and attack when it is about to fall on you. It takes ten hits to kill
Spike.

Cinema: With a destroyed haunted mansion in the background, you begin chasing
       the kidnapper and the ghost fires a beam at you. You get knocked out
       and then the air battle will begin.

Stage 1-4 - "The Air Fight!"

Enemies - SCUD
         Flying Fish

1st Wave - Four SCUDs on the bottom right, then four SCUDs on the top right and
          then five in the middle right side of the screen.

2nd Wave - Two start from the top left and move all the way right, then move
          down to the bottom right, then move left all the way. Another two
          with the same movement, only they start from the bottom left.

3rd Wave - Two SCUDs start at the bottom right, then move up to the top, then
          move all the way to the left. Two more SCUDs use the same movement,
          only they start from the top right.

Flying Fish

4th Wave - Same as the 1st Wave, but now they move in a wave like pattern.

5th Wave - One SCUD from the starts from the bottom middle and curves towards
          the middle right. Then moves all the to the left. Then one from the
          top middle, {with the same movement, then two from the bottom
          middle, then two from the top middle.

Flying fish

Final Wave - Four SCUDs start from the top right screen and move left until
            they reach the middle. Then they move diagonally down right, to
            the bottom of the screen. Then they continue all the way to the
            left. Then another four wit the same movement, only they start
            from the bottom right. Then one row of four SCUDs on the top right
            and another row on the bottom right. They move exactly like they
            last two sets.

The Skull Ship

I couldn't think of a better name. Anyway, The ship has three heads and each
head has the ability to fire spiked orbs, which you can't destroy with
missiles. Each head takes twenty hit to destroy. You will notice that if you
don't keep hitting it, it gets closer and closer, but don't worry, it doesn't
get close enough to hit you. Start by moving to the very top, until you can't
go up anymore. You will notice that the top skulls orbs just grace you but
don't hurt you. So, fire at the foreheads of the skulls and you should have no
problem.

Cinema: The kidnapper dives into the ocean and you jump out of your plane and
       dive in after her.

"The Ghost Factory"

Stage 2-1

Enemies - Eeliod
         Anemone

Begin by letting you fall to the bottom and then move forward. Let any
Eeliods pass you, then swim over any obstacles until you reach you first
Anemone. It's easier to swim over them, after they expelled their projectiles
that is. After the Anemone, you will enter a cave and gets a little tricky
here, because now you will have to face the Eeliods and you have to swim in the
middle of the screen to keep away from the Anemones. Soon you will encounter
three Anemones. Wait for the first to expel it's projectiles , then attack the
second. Know use that spot to wait for the third Anemone. Continue forward and
some Eeliods will attack. After another Anemone, six Eeliods will attack. Now
wait in the middle of the screen and a mid-boss will attack.

Protoplasm

This gelatin creature will right away lounge at you. It's attack is to engulf
you with its body and suffocate you. Hit it 4x and it will spilt into two
creatures. They will attack you the same way, only slower. Hit them 5x, and the
spilt into two small blobs. Now they only need you touch you to hurt you.
Finish off the blobs with two hits and you will automatically be brought into
the next level.

Stage 2-2

Enemies - Mutant
         Morlock

Now you're in the sewer system of the Ghost Factory. Begin moving forward and
Mutants will begin dropping from the top of the screen. Just continue through
the level making sure to take your time, while watching the top of the screen.
Sooner or later you will reach the end where a Morlock stands between you and
the next level. Beat it as you would a Drone.

Stage 2-3

Enemies - Beta
         Morlock

As soon as you begin a Beta will attack as well as a time bomb from the top of
the screen. Though out this level, time bombs will be dropping from the top of
the screen. The timer is random, so watch your self. Just keeping jumping from
conveyer belt to conveyer belt, taking out any enemies in your way use the
teleporter at the end of the level. As soon as you appear in the next area,
stand still an wait for the bombs to blow and the Beta to fall off the edge.
Then use the teleporter on the right side. As soon as you enter, an Morlock
will attack from both sides of the screen. Finish them off and continue to the
edge of the platform. Wait for the Beta to fall then start jumping. Be careful,
because the platforms are conveyer belts and they are really small. When you
get to the end, jump over the Beta and into a boss battle.

Stage 2-4

As soon enter the area, the boss battle will begin.

Sentry

This robot is attached to the right wall and moves up and down. He fires time
bombs, {just like the ones that fell from the top of the screen}, and is
impervious to your Hammer blows. So, you have to hit the bombs right back at
it. The problem is that it has paddles for arms to hit them back at you. So you
have to hit the bombs, so that they land on its head. When you get a successful
hit, {and explosion}, it will shake and fly across the screen to the other
wall. Make sure you have enough room to dodge it when it flies across he room.
Also, if it has a bomb on it's head, while it's going down from the top, the
platform will catch the bomb and Sentry will not get hurt. After you have six
successful blows, it will go crazy and begin firing many bombs. A total of
eight hits will be needed to blow this boss up.

Cinema: The kidnapper takes to the air, while Harry jumps in a cannon and fires
       himself after it.

Stage 2-5 - "Harry the Human Cannonball!"

This level has no enemies, but is more like an obstacle course. There are two
obstacles you have to avoid. One is a sort of rocket-propelled bomb, that moves
slowly and can't be destroyed. The others are small, black missiles, which move
a lot faster, but can be destroyed with three hits. There's no point of writing
a walkthrough for this since it's easy to get through it. Just remember, when
ever there is an opening between the large bombs, there will usually black
missiles at that elevation level. You will know when you reach the end when you
see two bombs close to the bottom of the screen and one at the top. Now you
will face the boss of the level.

Masked Rocketeer

The crazy humanoid has a backpack full of missiles to toss at you and the
missiles have a limited homing ability. The missiles will move forward and move
up and down, depending where you are. The missiles can't be destroyed so you
will have to avoid them. While your avoiding the missiles, try to hit him as
many times as you can. This will be a long fight because it takes about 60 hits
to kill him. Although for some reason, the second time I played and faced him,
it seemed to take a smaller amount of hits.

Cinema: The kidnapper enters an airship and Harry jumps on roof of the ship.

"The Ghost Airship"

Stage 3-1

Enemies - Pest
         Electroplasm

Begin moving forward and a Pest will start to annoy you. Take care of it then
and move to the edge of the platform and wait for an Electroplams to pop up.
Then kill it and carefully jump to the next platform. Another Electroplasm
will pop up from behind so watch your self. Continue forward and you will be
bombarded with Electroplasms and Pests. Jump on the next platform and when you
reach the middle, you will be attack by a Electroplasm on both sides and a pest
from above. Now you will have to jump onto small platforms and you will be
attacked. When you reach the end, the kidnapper will appear from behind and
attack.

Kidnapper

The ghost will move all the way down and then attack any way it can. From
moving straight at you to move up and around you to attack. After you hit the
Kidnapper 5x, it will disappear into the ship.

You break the hatch with your Hammer and follow the kidnapper.

Stage 3-2

Enemies - Chainblades
         Pest

This level is pretty straightforward, just don't fall off the wires. Begin by
jumping from wire to wire, while attacking any Chainblades that get in your way
until you reach the end and climb down the ladder. Two pests will right away
start to bug you. Finish them off first, then jump to the right wire and take
care of the right Chainblade first. Then finish off the left and go down the
ladder. The next area is another wire course with Pests to bug you on the way.
After your first Chainblade, jump to the next wire and a Pest will attack when
you reach the middle. Take care of the Pest first, then carefully jump to the
next area and take out the Chainblades as fast as you can. Continue on,
carefully take out Pests first and then Chainblades. When you reach the end,
climb the ladder to the boss.

Stage 3-3

The boss stage begins by showing the outside of the airship. Then goes to the
roof of the airship, where the battle will be taken place.

Ghost Carrier

A huge boss, but very easy to kill. It has many little ghosts piggybacking on
it's back and launches these ghosts right at you. The good news is that you can
hit them by raising your mallet over your head and tapping the attack button.
You cannot attack the Ghost Carrier by normal means. Instead, you have to slam
the roof of the airship. This will cause the roof to break and the debris will
fly straight at the Ghost Carrier. Make sure you don't trap yourself when
you're hitting the ship. You have to hit the Ghost Carrier 6x before it's dead.

Cinema: The kidnapper leaves the airship and hides in a jungle. Harry uses a
       parachute to follow.

"Rumble in the Jungle"

Stage 4-1

Enemies - Bushbaby
         Rock
         Shroud

As soon as you begin a Bushbaby will attack. Take care of it and continue to
the edge of the platform. Be careful when jumping on the wooden platforms, they
wall break when you touch them. You only have about a second to jump off then
they reset themselves after a second or two. Bushbabies will start dropping
from the top of the screen, so watch yourself. Also, when crossing the bridges,
Rocks will start flying up, just like Spikelets. Continue until you finish the
wooden platforms, you outside the entrance to a temple and two Shrouds are all
that stand in you way.

Stage 4-2

Enemies - Rook
         Wall Hugger
         Shroud

Start walking until you reach the end of the platform and take care of the
Rooks following behind you. Now jump to the multi-layered platform and begin
moving forward. Be careful which layer your on, because you have to dodge the
Wall Huggers. The first will attack in the middle and two Rooks will attack
from the other two layers, from behind. The next two will attack on the bottom
and top layer. Then, two will quickly follow on the bottom and middle layer,
with two Rooks on the same layer from behind. Then one will attack from the top
with a Rook from behind. Now here's a little tricky part, a Wall hugger on each
layer. You have to keep hitting one of them, so it stops and the other two pass
by. Then you quickly jump out of the way. There will be face waves like this,
so be careful. When you reach the end, jump to the bottom layer and jump to the
next platform. Take out the Rooks on the way and two Shrouds will attack.
Finish them off and climb the ladder at the end of the stage.

Stage 4-3

Enemies - Rook
         Wall Hugger

This is a short, but annoying level. As soon as you begin, a Rook and Wall
Hugger will attack on all layers. There will be four waves of this, but the
Rooks will attack from behind as well. Just do what you did before and reach
the end of the level.

Stage 4-4

You will begin the boss battle on platforms, above what I think is lava. Then
the boss's servants will attack from above.

Lava Mole

At least I think it's a mole. Anyway, it has one attack and servants to help.
It's attack is a fire ball, which it's spits vertically. Like the last boss
battle, you can't attack it with your Hammer. Instead, hit the servants when
the Lava Mole pops out of the lava, and the servants will fall on to it. The
servants won't fall directly down, but with a slit curve. You have to hit it
7x, before

Cinema: The kidnapper flies off screen, and Harry follows until he reaches the
       middle. Then, a volcano, {with a face}, pops out of the background and
       begins to erupt.

Stage 4-5 - "Avoid the Volcanic Bombs!"

This is more like a bonus stage. Volcanic Bombs begin following from the top of
the screen and on impact, they spilt into two and go left and right. If you
manage to hit the Bombs before they hit the ground, you get items. You get Iron
Maces first, then Hard Hats, then Rice Balls, and finally, Mini Harrys. After
all that, you automatically leave the stage.

Cinema: Harry goes to the mouth of the volcano and after a few practice runs,
       he finally jumps into the volcano and into the final level.

"Battle of the Ghost Builders"

This is the hardest level in the game. Begin walking to the edge of the
platform and you will see Epsilon. You will have to jump onto the rock platform
and hit any bullets that come near you. But be careful, the rock platforms will
break soon after you land on it. You will have to keep jumping, while hitting
Epsilon's bullets as you go. When you reach the end, you will have to face
Epsilon.

Epsilon, Battle 1

This mid-boss protects an entrance to a cave. It's able to fire an energy
bullet every second with deadly accuracy. It has a jump pack, which allows it
to fly. It begins by firing energy bullets right at, so you will have to run up
to it, while hitting it's bullets. Then hit it when you get close enough. This
will cause Epsilon to use its jump pack and fly in an arc over you. It will
fire a horizontal line of bullets, which will descend to the ground. Run to the
left and raise your Hammer over your head and hit any bullets that come close
to you. Now repeat the steps, until you hit it 7x. It will break apart then fly
away.

Continue forward, over the pit and soon you will have to face Epsilon again.

Epsilon, Battle 2

Now it fires bullets out of its head, which travel in an arc. Raise you Hammer
to protect your self, like it's rain of bullets. Other then that, it has the
same attacks and movements like before. Hit it another 7x and it will break
down, and run away again.

Once again, continue over the pit and forward, until you reach Epsilon and face
it for the final time.

Epsilon, Battle 3

Now, with it's jump pack gone, it' stationary. But it fires two Iron Maces. One
bounces across the floor, while another bounces in large arcs. The arc bouncer
will be the real trouble, when jumping over the floor bouncer. Hit Epsilon 15x,
and will then try to run, but explode and leave behind its skull. After that,
you will automatically be taken into the cave.

Stage 5-2

Enemies - Beta

The cave is actually the base of the Ghost Builder and it's annoying. You will
enter sections of the level with large pipes on the top of the screen. These
large pipes spew unlimited enemies and bombs. The only way to stop them is to
hit the Control Orbs. They are the large  mechanical orbs, hovering in the
middle of the screen. each time you hit it, it retreats upwards and climbs
slowly down. Hit them 6x, and they blow. The first Control Orb controls Betas.
The second drops time bombs. The last one has two bouncing Iron Maces. Then you
automatically enter the skull door.

Stage 5-3

As soon as you enter, the final battle begins.

Ghost Machine, {Kidnapper}

The kidnapper is hiding and controlling this large mechanical skull. The
kidnapper show itself every once in while, in the mouth and it's the only time
you can hurt it. The kidnapper throws small spiked orbs out of the mouth, which
you have to hit to hurt the kidnapper. Time bombs also, randomly drop from the
top of the screen, so watch yourself. My strategy is not to move from where you
start and just hold your Hammer over your head. Then wait for the spiked orbs
to fall on you then hit them. The spiked orbs go straight to the mouth of the
skull. Also, hitting any time bombs that come near you. Hit the kidnapper 9x,
{or ten, I can't remember}, and the ghost will bounce around the screen and
die. Your spouse will come out from behind the skull.

Ending

You and your spouse open a large umbrella, {which is indestructible and would
have been nice to use in the game}, and start running as the base collapses.
As this is happening, people start filling up the theater and start cheering
you on. Soon ghosts try to stop you, but nothing can stand the might of the
heart umbrella. Then Harry and his spouse jump onto a rocket, just before some
Betas can get to them. They blast out of the volcano and the nightmare is
over... Or is it. Control Orbs start descending into the debris of the base,
and starts resurrecting ghosts,{I don't' know exactly know how you resurrect
ghosts though}.

--------
8.Review
--------

Graphics    = 4
Sound/Music = 4
Gameplay    = 3.5
Overall     = 3.5

Hammerin' Harry is a fun series and the Gameboy game does it justice. The
graphics are surprisingly detailed for an old Gameboy game. The only thing that
could have done a little better is the animations. Sound/Music is nothing
special, although this is probably the first Gameboy game to use digital
voices. The Gameplay is fun, but may get repetitive. The air battles and water
level adds variety though. The only thing else that they should have done is
had more power ups. Overall, a game worth playing through more then once.

------------
9. Copyright
------------

Copyright 2004 - 2005 Andrew Almeida

This document cannot be used for profit, such as printing it in magazines.
This document may not be posted on any website without my permission.
You cannot reproduce this document and alter it to make it looked like
your own.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.