You are the black dog of the churchyard. Gather the lost spirits and lead them home before the shades find them.
Seven lost spirits wander the graves. Touch one and it follows you. Bring them to the lit door on the far right. Clear each graveyard to reach the next: the Churchyard, the Bog, then St Pancras Old Church in London.
Grey shades drift between the stones. Face them and bark to scatter them for a while, or crouch to slip under the ones floating higher up. If one reaches you, your last spirit flees back to its grave, or you lose a lantern.
Bog water slows you down and saps your jump. Zombies shamble through the mire and lob rocks. Bark to knock a zombie off its feet, or bark a rock straight back at the one who threw it.
Guards the way out of the churchyard. Watch for his shovel up close and the dirt he flings. When he digs down, keep moving: the mound shows where he'll burst out. Bark his dirt clods back at him.
Stone gargoyles wake and swoop as you pass, so bark them to rubble. Phantom monks drift after you and chant a ring of sound: bark them before the chant ends.
The Grim's dark mirror. Get up high when he paws the ground to charge, or bark right then to make him stumble. Jump the red shockwaves of his howl.
Rain on the theatres. When the bell rings and the lamplight glows at the edge of the street, a phantom hansom is coming, so get off the pavement. Shadow thieves dart out of doorways to steal a spirit: bark to make them drop it.
Bark his notes back at him, move when the chandelier shakes over you, and jump when he sweeps across the stage in his cape.
Lurks under the bog pools. Ripples show where she'll rise. Stay out of the water when she reaches for you, bark her sludge back, and toot to send her gagging under. Once she's angry she calls up zombies.
The one who stole the spirits waits in the crypt below St Pancras. Dodge his staff and his fireballs, bark his fireballs back at him, and toot to leave him coughing. Every blow frees one of the spirits he's holding.
Bring spirits home (more for several at once), drive off enemies (chain them for up to ×5), and finish levels quickly with lanterns lit and without being hit. Start from Start Game on the title screen to put your initials on the high-score board; choosing a level is practice.
Crows, bats and will-o’-wisps fly in low when a warning glows at the edge of the screen: hold down to duck under them. Steam pipes and carved stone heads hiss before they blast. Hedges, fallen trees, rubble, scaffolding and railway culverts are too low to walk under, so crawl through.
The Corpse Road, the Cloisters, the Drowned Fen, Drury Lane and the Railway Arches: a second, harder level before every boss, built around ducking and crawling. Some spirits hide deep inside the crawl spaces.
The longest level, with nine spirits. Steam trains rumble over the railway arches. Climb the Hardy Tree, walk the cornices of the stone gateways, and mind the muddy puddles.
In English and Scandinavian folklore, the church grim is a black dog bound to a churchyard to guard it against the devil and grave robbers. Read the legend on paranormaltrip.com.