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This article refers to Ghost-hunting(Activity). For Ghost-hunting(Profession), see Agent

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Anthony Lockwood and Lucy Carlyle during their hunt in Combe Carey Hall

Ghost-hunting is the search for manifestations, usually conducted by agents. It is considered a very dangerous activity, as most manifestations are hostile towards living beings. Agents are trained for hunting and need to have reached Grade 4, a qualification achievable while being trained at an agency, to be allowed to go ghost-hunting without a supervisor. They also usually hunt in groups or at least with one other agent[1][2].

Tactics and practices[]

Locating sources[]

Locating sources is a hard endeavor. It can sometimes be avoided by thorough research, but oftentimes agents need to find sources in the field. To do this, they can rely on the phenomena of manifestation to point them into the right directions, follow the Apparition of the ghost to their vanishing point(Behind which the source is most likely located) or rely on their talents to find other ways to a source.

Temperature Measurements[]

Temperature measurements are a vital part in detecting a manifestation, as chill is one of the most common phenomena that almost all ghosts will display[3]. It is also clearly measurable and therefore easily compared. These measurements can particularly aid a hunt if the location of the source is completely unclear, as it can quickly point agents into the right direction[4]. The standard method of measuring temperature is laid out by the fittes manual, and states that the temperature in each corner and the middle of the room should be noted and averaged to create a measurement for the whole room[4].

Use of Talents[]

Talents are, obviously, most often the best tools to locate a source. Death-glows may lead agents to the body, chill and miasma are most often strongest near the source, listeners may be able to sense or hear hints of the ghost as to where the source is located and agents talented in touch can easily identify sources as such.

Fighting Manifestations[]

Flighting manifestations, while often not intended, is almost always necessary, especially with type twos. Agents have many tools at their disposal that allow them to deal with such incidents.

Offensive Tools[]

Lavender Stick[]
Main article: Lavender stick

A lavender stick can be ignited and is used to ward off weaker types one manifestations. It is largely ineffective against stronger apparitions.

Magnesium flare[]
Main article: Magnesium flare

Magnesium flares are available in multiple sizes[4] and are explosive devices that can be thrown at apparitions, temporarily neutralizing them or driving them away. They are very effective, even against type two apparitions. Because of their explosive nature, it is strongly advised to not use them indoors[5][3].

Rapier[]
Main article: Rapier

A Rapier is especially useful for fighting ghosts, as the steel blade and silver point are able to strike away ghosts, maybe even forcing them to temporarily dematerialize. Special forms of fighting have to be trained to use this weapon effectively against ghosts, but if used correctly they are effective against almost all types of manifestations[2][3].

Salt bomb[]
Main article: Salt Bomb

A salt bomb is a small explosive ball packed full with salt. Upon impact it bursts open, spreading salt everywhere. As salt is harmful to ghosts, this will most often drive them away, and maybe even dematerialize them for a short time. Because salt is not as effective against ghosts as iron or steel, this is mostly only effective against type one visitors.

Defensive Tools[]

Iron chains[]
Main article: Iron chains

Iron chains are used to create strong protective circles, capable of holding back even strong type two manifestations[3]. They come in several weights or gauges, depending on the expected strength of the visitor, and can be clipped together to avoid unraveling[4]. It is to be noted however, that big circles may be weak in the middle, allowing visitors to invade them[6][7].

Iron filings[]
Main article: Iron filings

Iron filings are used to create protective circles, but are mostly used against type one manifestations, as stronger type twos can often easily move them[3]. While using iron filings, agents also run the risk of damaging the circle by accidentally stepping on it[5][8]. They can also be thrown, causing similar effects to a salt Bomb.

Recommended Equipment[]

Type One[]

Type one is the weakest and least dangerous classification of a ghost[3]. If an agent of sufficient talent is faced with a likely type one ghost, minimal equipment or even only a rapier and a silver net may be enough to successfully neutralize the source without problems. Still, especially unexperienced agents should always have equipment on-hand to deal with emergencies and be more flexible in their hunt. It should be noted that if a ghost has not yet been sighted or it's type is in any way unclear, it is always recommended to carry equipment for a type two ghost.

Type Two[]

Type two ghosts are severely more powerful than type one ghosts and require strict preparation and discipline[3]. It is strongly recommended to research everything to know about location, deceased and ghost before facing a type two manifestation. The equipment listed here is to be regarded as a minimum, as very strong type twos can be extremely dangerous and require much more than listed here.

Type Three[]

Type three ghosts are incredibly more powerful than type two and type one manifestations and are not to be faced unless absolutely necessary. All equipment available to an agent should be used, and an extremely talented listener, which is able to converse with the apparition, is recommended, if not necessary. Facing a type three without extreme preparation is borderline suicide.

Dangers[]

The dangers of hunting depend on the type of ghost an agent is facing. While very weak type one manifestations may sometimes pose little to no danger[3], even stronger type one visitors can easily proof deadly due to ghost-touch, which is inflicted by coming into contact with ectoplasm and causes quickly occurring organ failure, leading to inevitable death if not quickly medicated[3][9]. But also becoming indefinitely ghost-locked, a state of paralysis, is a possibility, especially with strong type twos[10].

Notable Hunts[]

The First Neutralization[]

References[]

  1. The Screaming Staircase, II: Before, Ch. 5
  2. 2.0 2.1 This Will Be Us: 9:10
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 The Screaming Staircase, Glossary
  4. 4.0 4.1 4.2 4.3 The Screaming Staircase, IV: The Hall, Ch. 20
  5. 5.0 5.1 The Screaming Staircase, I: The Ghost, Ch. 4
  6. The Screaming Staircase, IV: The Hall, Ch. 17
  7. Doubt Thou The Stars: 18:50
  8. This Will Be Us
  9. The Screaming Staircase, III: The Necklace, Ch. 9
  10. The Screaming Staircase, II: Before, Ch. 5
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