Games Microsoft XBOX GRABBED BY THE GHOULIES User Manual

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Games Microsoft XBOX GRABBED BY THE GHOULIES User Manual

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0903 Part No. X09-93065

About Photosensitive Seizures

A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these “photosensitive epileptic seizures” while watching video games.

These seizures may have a variety of symptoms, including lightheadedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, or momentary loss of awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects.

Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents should watch for or ask their children about the above symptoms-children and teenagers are more likely than adults to experience these seizures.

The risk of photosensitive epileptic seizures may be reduced by sitting farther from the television screen, using a smaller television screen, playing in a well-lit room, and not playing when you are drowsy or fatigued.

If you or any of your relatives have a history of seizures or epilepsy, consult a doctor before playing.

Other Important Health and Safety Information The Xbox Instruction Manual contains important health and safety information that you should read and understand before using this software.

Avoid Damage to Your Television

Do not use with certain televisions. Some televisions, especially frontor rear-projection types, can be damaged if any video games, including Xbox games, are played on them. Static images presented during the normal course of gameplay may “burn in” to the screen, causing a permanent shadow of the static image to appear at all times, even when video games are not being played. Similar damage may occur from static images created when placing a video game on hold or pause. Consult your television owner’s manual to determine if video games can be played safely on your set. If you are unable to fi nd this information in the owner’s manual, contact your television dealer or the manufacturer to determine if video games can be played safely on your set.

The Story . . . . . . . . . . . . . . . .

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The Characters . . . . . . . . . . . . .

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Getting Started . . . . . . . . . . . . .

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The Controller . . . . . . . . . . . . .

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Screen Display . . . . . . . . . . . .

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Playing the Game . . . . . . . . . .

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Challenges . . . . . . . . . . . . . . .

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Items and Secrets . . . . . . . . . .

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Weapons . . . . . . . . . . . . . . . . .

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The Ghoulies . . . . . . . . . . . . .

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Game Hints . . . . . . . . . . . . . .

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Staff Credits . . . . . . . . . . . . . .

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Warranty . . . . . . . . . . . . . . . .

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Customer Support . . . . . . . . . .

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Any Haven in a Storm?

After walking for hours, Cooper’s map-reading skills are proving less impressive by the minute, the storm is almost upon them, and the latest development reveals Cooper and Amber squinting up at a building that looms suddenly from the darkness…

Perched like a watchful vulture on top of a cliff, Ghoulhaven Hall broods over the shadowy landscape that forms its domain, lit by welltimed melodramatic zig-zags of lightning.

It’s also noticeably absent from the map.

Cooper shudders. Personally, he’d rather brave the storm than seek shelter in what appears to be the

set of some over-the-top 1960s horror fi lm. Amber’s not listening to his concerns, however; she’s

had enough, and manages to drag Cooper as far as the main gates before he insists

on checking the map one last time, trying to work out the quickest route to

real civilization.

Big mistake.

The next time he looks up, the creatures of Ghoulhaven have materialized out of thin air, bundled up the thrashing Amber and whisked her away into the depths of the haunted house! Within seconds, no trace of Amber or her captors remains and Cooper’s world is turned totally upside-down. Stunned, he realizes he has no choice but to attempt a rescue.

What Cooper doesn’t know is that there’s more to Ghoulhaven Hall than meets the eye. A lot more. This fi rst fateful appearance of its inhabitants has given him an inkling that it’s not just your everyday dilapidated old mansion, but until he sets foot inside, he has no idea just how many Ghoulies cram the place from floor to rafters, where they came from, or how they fi t into the master plan of Ghoulhaven’s shadowy owner!

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Our hero, an unsuspecting young everyman trying to make the best of his predicament and ultimately rescue Amber from the depths of this hair-raising Hall!

Cooper

Cooper’s girlfriend, who is not having a good day and isn’t likely to see it improve much until Cooper (hopefully) manages to get her out of Ghoulhaven.

Amber

Ghoulhaven Hall’s elderly Butler is one of Cooper’s fi rst contacts within the house, and soon proves himself to be an extremely valuable ally.

Crivens

The in-house Cook, whose culinary talents may later come in handy— just don’t ask questions about her slightly odd choice of assistant.

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Ma Soupswill

 

Offi cial Groundskeeper of Ghoulhaven Hall, charged with the unenviable task of patrolling and maintaining the gardens and outbuildings.

Fiddlesworth

The long-serving Housekeeper may look a bit rough around the edges, but she’s worth keeping in mind as a source of Ghoulhaven insider knowledge.

Babs Buffbrass

Right-hand man to the Baron of the Hall, Krackpot certainly lives up to his name and is a keen scientist with suspiciously close ties to the Ghoulies themselves.

Dr. Krackpot

The owner of Ghoulhaven Hall, and the slightly unhinged mastermind behind Cooper’s entire nerve-jangling ordeal. Is a fi nal reckoning with

the Baron inevitable?

Baron Von

Ghoul

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Can’t wait to take a Ghoul by the horns? That’s the spirit! Here’s what you need to know in order to plunge straight into the adventure.

After the introductory sequence you’ll see the Save screen, gateway to the main game. There are three separate slots available for you to save your progress, each as vacant as a zombie’s head upon your fi rst visit. Use ? (D-pad) to highlight an empty slot, then press A to open it. Next, enter a name using ? (move cursor),

A (select), l or r (move text cursor), and X (toggle symbols).

Note: If you have a previously saved game, press A to open the slot or X to delete the save fi le. Once the slot is highlighted, Y displays info and stats on your progress.

Finally, you’ll reach the slot’s menu screen with three further options.

Play

Select this to throw yourself straight into the game. In a slot with saved game data you’ll pick up Cooper’s story at its most advanced stage, so if you’d rather start elsewhere, use the Replay Chapter option in the Features menu. Naturally you won’t be able to jump to a Chapter ahead of those cleared of Ghouly infestation.

Features

From here (depending on progress made in the current save slot) you can replay completed Chapters, watch storybook scenes, listen to the soundtrack, view credits, access other game demos, and tinker with in-game options such as the camera mode and controller rumble.

Bonus Challenges

Track down and acquire hard-to-fi nd Bonus Books (see Items and Secrets, pages 20-21) to unlock special Bonus Challenges. Successfully complete these to win trophies, which in turn unlock further tantalizing extras. Initially none of these Challenges will be accessible, so get searching!

Don’t run before you can walk, sir! Some of those later Ghoulies are most fearsome.

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